> l /d/Gondor/common/guild2/mage_library You are in the Library of the Society of Morgul mages in Minas Morgul. This is a damp cellar beneath the main hall of the library of Minas Morgul. Here the mages of the Society keep important documents. On one wall there is a plaque with instructions. A doorway is leading west into the part of the library open to apprentices, while a narrow and forbidding doorway opens in the east wall. This place seems to be out of a terrible dream. It is oppressive and makes you feel nervous. There are two obvious exits: west and east. > list These are the scrolls you can see on the shelves of the the Secret Library of the Society of Morgul Mages: Anghoth. The army, the structure and members. Ansalon Area map of Ansalon. Armours A description of magical armours in the realms. Army_of_angmar Concerning the Angmar's Armies Artifact_index Index of artifacts. Artifacts_neckwear Magical medallions and amulets in the Realms Avenir Mysterious caves of Avenir Axes Magical axes of the Realms Blademasters_of_khalakhor A treatise on the Blademasters of Khalakhor and their impact on His designs Calians A Treatise on the Calian Warriors Caravan route The long journey through the Great Kalad Waste Citizens Concerning 'Citizens' project Clubs Magical clubs in the Realms Daggers Magical and poisonous daggers in the Realms Defense_of_morgul Protection of our City before the Great War Disciples The Disciples of Dark Song Dragonarmies The newly formed ranks of the Dragonarmies - A Treatise Drakmere Map of the holy city of Drakmere Drinking Effects of Drinking upon Mana Recovery Dunedain A treatise on the Dunedain racial guild Eldoral Geography of the Isle of Eldoral Elementalists Information about the Elementals and their worshippers. Emerald Emerald and surrounding cities Faces_a Index of faces. Updated 97.12.20 Faces_b Index of faces. Updated 97.12.20 Faces_c Index of faces. Updated 97.12.20 Faces_d Index of faces. Updated 97.12.20 Faces_ef Index of faces. Updated 97.12.20 Faces_g Index of faces. Updated 97.12.20 Faces_hi Index of faces. Updated 97.12.20 Faces_jkl Index of faces. Updated 97.12.20 Faces_m Index of faces. Updated 97.12.20 Faces_nop Index of faces. Updated 97.12.20 Faces_qr Index of faces. Updated 97.12.20 Faces_s Index of faces. Updated 97.12.20 Faces_t Index of faces. Updated 97.12.20 Faces_uvw Index of faces. Updated 97.12.20 Faces_xyz Index of faces. Updated 97.12.20 Faerie A map of the elven homeland Forest_of_raumdor A complete map of the Raumdor forest. Gelan A Map of Gelan Gladiators Information on the Gladiators of Athas Goblin_caves Detailed map of the Goblin Caves Gont The isle of Gont with the rock of Carisca Heralds_of_the_valar A scroll about the so called Heralds of the Valar Heralds_of_valar The guild of the Heralds of the Valar Holm_map A Map of the Holm of Sybarus Isle_of_the_dead Isle_Dead Kabal A map of Kabal, including the Port District Kalaman Kalaman And Plains Khalakor The Domain of Khalakor Khiraa The Khiraa'n Guild. Knights The Knights of Solamnia Krynn The map of inner tunnels in Vingaard Mountains Magehood Some of the duties of Full Mages. Magical_properties Magical Insights from Annatar Magical_rings_of_the_realms Rings Manual How to use Index of names. Updated 97.12.20 Manual How to use Index of names. Updated 99/07/30 Map of ribos Map of the castle and surroundings Map_of_icewall Map of Icewall in Krynn Mastership Some of the roles and duties of Masters in the Society. Mastership_guidelines A guide to the mastering of an apprentice. Minstrels The August Order of Minstrels Mirkwood The complex map of Mirkwood Names-a Index of names. Updated 99/07/30 Names-b Index of names. Updated 99/07/30 Names-c Index of names. Updated 99/07/30 Names-d Index of names. Updated 99/07/30 Names-e Index of names. Updated 99/07/30 Names-f Index of names. Updated 99/07/30 Names-g Index of names. Updated 99/07/30 Names-hi Index of names. Updated 99/07/30 Names-jk Index of names. Updated 99/07/30 Names-l Index of names. Updated 99/07/30 Names-m Index of names. Updated 99/07/30 Names-no Index of names. Updated 99/07/30 Names-pq Index of names. Updated 99/07/30 Names-r Index of names. Updated 99/07/30 Names-s Index of names. Updated 99/07/30 Names-t Index of names. Updated 99/07/30 Names-uv Index of names. Updated 99/07/30 Names-wxy Index of names. Updated 99/07/30 Names-z Index of names. Updated 99/07/30 Names_no Index of names. Updated 97.12.20 Names_pq Index of names. Updated 97.12.20 Names_r Index of names. Updated 97.12.20 Names_s Index of names. Updated 97.12.20 Names_t Index of names. Updated 97.12.20 Names_uv Index of names. Updated 97.12.20 Names_wxy Index of names. Updated 97.12.20 Names_z Index of names. Updated 97.12.20 Neidar_guild Counterintelligence report on the Neidar Neraka Map of Neraka Neraka_new A map of the Dragon Army Stronghold Neraka New_solace A map of the New City of Solace Orcs_desc A concise description of Orcs in Middle-Earth. Poisoned.weapons A study of poisonous weapons in the realms Polearms Magical and poisonous polearms in the Realms -- More -- 100/141 -- ( t b r n a q x ! h ?) -- Port balifor A map of Port Balifor Recruitment Roles of the Mages in the recruitment process. Recruitment2 The lecture on recruitment Red fang On the Red Fang Racial Guild S.terel-dabaay The new southern geography of Terel: Dabaay of the legendary hobbit infestation. Scotland A map of Scottish Country of Lothian Scroll_of_emerald Of the Land Emerald Scrolls_on_calia Maps of Calia including Argos Scrolls_on_flotsam Detailed maps of Flotsam. Scrolls_on_paxtharkas Detailed maps of the Pax Tharkas Shadow_walkers A scroll about the Shadow Walker Guild in Kabal Shaman_tactics Brief report and descriptions of Shaman, the Viking Highlord. Shield-dethraine Personal-file. Shield-miclo Personal-file. Shields A evaluation of ten Shields. Slaying_emerald This is a detailing of tactics to be used when battling the Green Dragon Smiths The Blacksmiths of Shire Solace_map A map of the City of Solace and the Northwest Region Soldier-mariuz Personal-file. Soldier-neuron Personal-file. Soldier-sirion. Personal-file. Soldier-straag Personal-file. South_flotsam Regions from the south gate of flotsam Sparkle Maps of Sparkle and Surroundings Swords Magical swords in the Realms Sybarus_bazaar Sybarus Bazaar Sybarus_equipment An Equipment Guide to helpful gear in Sybarus Terel_areas The realms of Terel Thanarians Information about the Thanarian human racial guild The_holms Map of The Holms The_jungle The Jungle of Sybarus The_monks. A scroll containing information about the Kahedan Monks. The_travellers_guild Information on the Travellers, a human racial guild Thetinkerers A report on the Krynnish Gnome race guild Tricksters The Trickster secrets revealed Tyr_map Map of Tyr Under_bazaar Dungeons Under the Sybarus Bazaar Union-pantheon1 Those whom the Union serves Union-pantheon2 Those whom the Union serves, Book Two Weapons_a Weapons of use to the Society Weapons_b A list of the more useful weapons in the Realms > read anghoth Read what? > read anghoth. You read the scroll titled "The army, the structure and members.". The army, the structure and members., written by Sarenkir on May 25, 3018. ______________________________________________ /\ \ | | | \/_____________________________________________/ | | | Praised be Melkor! | | | | The Anghoth | | ---------------------- | | | | The Anghoth, (The Iron-Horde) is a covert | | band of warriors working under our super- | | vision. The Warriors are from the various | | guilds from across the realms. They exist | | to provide the Tower with a strong loyal | | force of mortal Soldiers. They are all | | ready to follow the calls of Mages. | | The Anghoth is broken down into two ranks | | , Those of Shields and Soldiers. The | | Shields are the officers, and the | | Soldiers the bulk. The shields are given | | a Ang-name to honour their position. The | | soldiers have a tattoo of a black sword | | enshrouded within a morgul flame upon | | their left hands. The shields have a | | black tattoo of intrigate wowen iron | | thorns on their right hand. | | | | | | Shields | | ---------- | | Dethraine, (Anguva), first Shield. | | Miclo, (Angpaur), second Shield. | | | | The Soldiers. | | ----------------- | | Sirion, Straag, Mariuz, Neuron. | | | | | | A personal file of each member are also | | available for further study. | | | | | | In service of the Tower, | | Tirumbar. | |____________________________________________| /\ \ | | | \/_____________________________________________/ > read ansalon You read the scroll titled "Area map of Ansalon.". Area map of Ansalon., written by Crystania on Viresse 1, 3019. _______________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-___/|_____/\____--___/ \ \ | | | -= A N S A L O N =- | | | | 0**[==========- -==========]**0 | | | | /\__ ___ | | .--. | \ _/^^^| | | _ / \ _/ \ \_/\^| | | \ \ / \ / (d) \ \| | | ._ \^\ __/\/ |/ \ _ /~\ | | |^\ -'^^|| ^^ (e) (2) / // \_/ _ | | | ^\ / ^(1)^^ ^^ / / | (f)| | | | ^ \ | ^ ^^^^ ^^ ^ ;~ / / |_| | | / ^ | | ^^^ (3) ^^ ^ ^ /_/~ / Blood sea _ | | __ / ^ ; | ^ ^ ^ ^ ^ / of Istar |_| | | /^^\ \_ ^ ^/ \ Solamnia ^ ^^^ ^^ \ o | | |(c)^\ \__/ | ^ ^^^(4)^ ^ \ ___ | | _\^^_| ___ | ^ ^ _____^^^^^^ ^ ^ \ ____/ | /| | |/ ^_/ / \ ,| ^^ __ /,___/(5)^^^ |\ _ |__/ //_/ | |\_/ /\ / ^ | |____ ^| |___// ^^^^^^^ | \/ \ (a) /\ \ | | \/ | ^/\ | \//\ / ^^ ^^^ ^^ \ | / / | | | /^^ \ \/ ____ \/ _ | ^^^ ^^ \/| \__ / \_/ | | \/\^^''\ |(6) \ | \ \ ^^ ^ ^ \ \____/ | | _ \ ^ / / ^^^ | / \ \ ^ ^ ^ ^ \__ | | / \ \_| /(7)^^/ / | | ^ \ | | \_/ / ^(8)\_/ |/ (b) \ | | O | ^^^^^^^^ __| | | | ^^ ^^ ___ / | | Sirrion |__/\ ^ Plains of Dust / \/ | | sea \_ (9) / | | ______ \ / | | / \_\^^^^ ^^^^^^^^^^/_ | | / Ice wall \ | | / Glacier /_ | | / \ | | | |Legend : | | | | (1) : Palanthas (6) : Solace (b) : Silvanesti | | (2) : Kalaman (7) : Qualinost (c) : Mt. Nevermind | | (3) : Vingaard Keep (8) : Pax Tharkas (d) : North Keep | | (4) : Neraka (9) : Tarsis (e) : Dargaard Keep | | (5) : Sanction (a) : Kendermore (f) : Mithas | | | / / /____ ____ ________ _______ _______ _________ ______ _______ ___ __/_ |/\ - |/ - -- \| - \/ - - \ \\_| | \/_______________________________________________________________________/ > read armours You read the scroll titled "A description of magical armours in the realms.". A description of magical armours in the realms., written by Sarenkir on December 22, 3018. ____________________________________________________________________ / _\ \ | \ | | \_/_. This list is a compilation of scrolls already . | existing in the library made by Bala Er, Saura Er | . Morbeche and the former member known Nomm and a . | survey done by me. | . . | List of magical armours in the Realms. | . . | | . Black Platemail: . | A black platemail forged from high steel in the pits below | . Barad-dur for the officers of the Morgul Army. You can see . | a strange magical glimmer radiating from the armour. The | . breastplate shows a picture of the Moon disfigured with a . | ghastly face of death. With Arhalgul you see: The black | . platemail seems to be magically strengthened. The black . | platemail seems to be magically enhanced to protect against | | magic spells. The black platemail protects against death . . spells. The Black platemail can be found on most of the Trolls | | and Uruks in our Army. And There is a small camp in the hills . . west of Morgul. | | . . Ancient mithril chainmail: | | This armour glows brightly with a magical radiance. It is . . very magical and very strong againts the element of fire. | | This armour is worn by the guard captain in the Highlord's . . castle in Kabal. He has with him four guards that are somewhat | | difficult to slay however when they are first gone the captain . . is no match for His servants. The captain can be found: nw,13n,| | 4w,2s,w,sw,u,2e,2s. From the PO in Kabal. | . . . Black Fullplate: | | This seems like a mighty black fullplate. This armour resists . . fire, cold, magic, death and light spells. In addition yields | | healing spells triggered by arcane magic. The magic is evil . . though, it drains power from the wearer's experience. | | This black fullplate is worn by Bolg the son of Azog. He is a . . very dangerous foe to slay and thus the mage who is attempting | | to obtain his armours and weapons should either be very well . . prepared of in company of another mage equally prepared. | | When he is dead the one who wears his armours is protected in . . the very best ways. Bolg wanders freely about in the caves of | | Moria, and thus can no fixed location be given. . . | | Frightening looking skull Helmet: | . This is a magical frightening looking skull helmet. | | This helmet has the ability to cast a frighten spell. . . This helmet has the ability to frighten others by casting a | | frighten spell. The syntax is: frighten name . . This helmet is worn by Bolg the son of Azog. He is a very | | dangerous foe to slay and thus the mage who is attempting to . . obtain his armours and weapons should either be very well | | prepared of in company of another mage equally prepared. . . When he is dead the one who wears his armours is protected in | | the very best ways. . . | . Steel gorget: | | This is a plate ring which sits on the shoulders and covers . . the neck. This gorget is worn by Bolg the son of Azog. He is | | a very dangerous foe to slay and thus the mage who is . . attempting to obtain his armours and weapons should either be | | very well prepared of in company of another mage equally . . prepared. When he is dead the one who wears his armours is | | protected in the very best ways. . . | | Black Grand Breastplate: | . This is a Great piece of armour, it has been magically . | enhanced to withstand both physical and magical harm. The | . unknown black metal used in the forging of this armour, is of . | superb quality. To be able to wear it one must have a basic | . understanding of magic, nothing the society will have troubles . | with. It is the Breastplate of Urian, High Lord of Kabal. | | He can be found: nw,nw,nw,enter curtain,w,open door. from the | . entrance to the Citadel in Kabal. . | | . Black visored Helmet: . . This is the Helmet of Urian, High Lord of Kabal. It is one of | | better helmets in the realms. It is forged in a unknown black . | Metal. It covers the entire head, such as face, skull, neck | . and throat. | . . | Great Helm of the Hawk: | . This is a very special helm, wich will not only provide | | good protection, but also provide the wearer with other useful . . abilities. When wearing this Helm will you be granted the | | power to see in darkness, and also a raise in your awareness. | . It also covers your entire head. And can only be found when . | hunting for a long lost magical standard. | . . | Elven chainmail: . . As elves see magic differently to humans, this item does not | | radiate a great deal of magic, thus hard to detect. Still, . . this armours subtilities do not fool you, and you notice that | | this armours magic comes from its forging by a skilled elven . -- More -- 100/224 -- ( t b r n a q x ! h ?) -- . armourer. Its very nature makes sneaking and hiding easier | | while wearing it. This chainmail is worn by a renegade . . wizard of Krynn called Satania, He will be found: | | aft, starboard,d,aft. from the maindeck of the ship at Berth10 . . in sparkle docks. | . . | Ornamented golden platemail: . . This platemail has been magically strengthened by a White | | Robed Magician of Krynn as a gift to the Lord of Kalaman, . . giving the wearer better protection. This golden platemail is | | worn by the Lord Of Kalaman, Calof. In his room he has with . . him two of the elite guardsmen of Kalaman after these have | | been slain the Lord himself is of no match to the Society. . | Lord Calof can be found: 3sw,nw,w,3s,kill human,u,n. From the | . entrance to the City. . . | | Dark night-blue Bracers/Shin guards and Hideous dragon Helm: . . Such are the complimentory armours of Verminaard, the Dragon | | High Lord. These are of a excellent quality, the best I have . . ever come across. Together with almost any breastplate, will | | form a enormous amount of protection. A note of interrest, is . . that when speaking common through the helm, one will sound | | cold and distant. Fighting Verminaard however is tough, his . . pet Dragon Ember is legendary, and a terrible foe. Smaller | | attempters will not be able to fight him at all since the . . Dragon will scare them stunned upon his arrival must likely | | resulting in a new meal for Ember, and a gruesome death for . . the attempter. You might wonder why I don't list the Dark | | night-blue dragonscale, wich is also worn by Verminaard. . . The reason is simply, one will enjoy better protection from a | | body-armour, made by Bubba. Simply the scale is exceptionaly . . weak. It seems strong enough, but don't be fooled by it's | | appreance. It has some lesser magical protections. . . Verminaard can be found in the Throne room of Pax Tharcas. | | | | Magical cloak of Gelan: . . This is the cloak of Gamalus, the wise magical guard of Gelan. | | It offers unordinary protection for a cloak, indeed the . | protection is offers is that of a platemail of average quality.| . And quickly conteplating the fact that it is a cloak that can . | be worn above a platemail, one understands it's worth. | . It can not compete with the chain hauberk of Bolg. But then . | it does not weigh more than a few kilos. Simply a marvelous | . addittion to any suit of armour. Gamalus can be found: 3n from . | the roundabout in Gelan. | | . . Dwarven Fullplate: . . You are looking at a magnificient dwarven fullplate. It seems | | to be made of perfect steel plates, adorned with the typical . . ornaments of beasts and dragons, while yet remaining practical.| | The fullplate is actually a full plate. It consists of leg . . protection, arm protection and body protection. In addition, | | the helmet stands upon its shoulders, whereby protecting your . . whole body. Needless to say, dwarven - and specially from | | Khazad - design of armours are known to stand up against the . . most worthy foe. You notice that whereas normal elven and | | human armours use different parts upon a chain mail coat to . . provide flexibility and maneuverability, this armour is | | designed to be in one piece consisting only of interlocking . . pieces, sliding on some materials - soft and rubbery - yet | | looking very strong. I would guess that you would have to . . remove all other armours to wear this one, but the total | | protection against arms and deadly fire would be quite some. . . This armour comes in two variations one is obtained from the | | Knights armoury just north of the Dragon in moria. The other . . which weighs nothing more than 11 kilograms and sheds light | | can be found in the deeper dungeons beyond a chasm of fire. . . | | Plate armour of Solamnus: | . This is most likely the greatest armour to be found in the . . in the realms. This is what it looks like: | | Of all the armours you have come across, this set is by far the. . most awe inspiring. Consisting of a breastplate, shoulder | | guards and arm fittings, all made of the finest of steel and . . all beautifully tooled with the markings of the three Solamnic | | Orders, this armour is considered by all warriors and smiths . . as the finest the land has ever seen. Not surprisingly, these | | suits of armour are greatly prized. | . Beyond it's obvious protection lies powerful spells, cast by . | the White robes of the Wizards of high sorcery, and blessings | . by the High priests of Paladine. It offers unequal protection. . . It lies in a chest in the lair of the Dragon Emerald. | | | . Suit of shining plate armour: . . This is the armour worn by the Colonel of the Legion of | | Darkness. It is a extremly heavy armour wich covers the entire . . body, from head to toes. It does though grant a protection | | wich is quite excellent. I can recommend that one should have . . at least halfway epic Strenght before wearing this armour with | | good results. Otherwise will one be to burdened to defend one- . . self anyhow, as it weighs about fifty kilos. The Colonel can . . be found: Max west, max south from the Grand Hall in the | | chambers of the Legion of Darkness. | . . | Scarlet-gold boots from the Jungle of Sybarus: . . Born of fire, tempered in lava, these boots have the virtues | | of the creature from whose scales they are made. They are . . resistant to fire and acid. The elves that wear these boos are | | the same elves that wield the hilted falchions. The prepared . . mage has nothing to fear from these creatures. . -- More -- 200/224 -- ( t b r n a q x ! h ?) -- . | | Death Chainmails/Battle Chainmails/Red Flaming Chainmails | . These armours can be found in the quarters of the Legion of . . darkness. Devils knights, master knights and captains of the | | legion wear these. Allthough they are not magical they are . . still worth a mention in these scrolls as they are good | | armours when nothing else is at hand. One should be wary when . . obtaining these armours, as the various commanders now attack | | on sight. Devil knights carries the Flaming red Chainmail, . . Devil knights of the legion of darkness and Master knigts, the | | Death's chainmail and finaly does the Captains carry the . | battle chainmails. | . . | | | Scribed in His service by Haidagwath. | . Modified and updated by Tirumbar. . | | . . / _______________________________________________________________/__ / / \ \ | \_| | \/__________________________________________________________________/ > read army_of_angmar You read the scroll titled "Concerning the Angmar's Armies". Concerning the Angmar's Armies, written by Umbar on Lotesse 16, 3018. ______________________________________________________________ / \ \ /___| | |\_/___-_______-______/|________--___|\_____-______-______/\____/ | | | | | | | | | The Army of Angmar is a chaotic force made up primarily of | | the Uruk and the Uruk-hai, as well as many tribes of men | | which have been enlightened and drawn up from the south. | | The Army's headquarters, sometimes refered to as the Iron | | Prison or the Hell of Iron, are in the hidden fortress of | | Morgoth in the Northwestern regions of the Misty Mountians. | | | | The Army has it's own infrastructure, which maintains it's | | integrity as well as some degree of discipline, but is | | ultimately answerable to the Dark Lord, and therefore | | commanded by the Nine. Indeed, members of the Society | | often find themselves in a position of educators and | | disciplinarians to this unruly horde. | | | | In spite of it's chaotic nature, the Army does maintain a | | limited and haphazard library, which does actually contain | | some useful information to he who has the patience to muddle | | through the reams of nonsense scrawlings and half ledgible | | battle stories. | | | | There is also a mostly accurate although somewhat disjointed | | history of the Army available within the Fortress walls, | | which depicts the Army's service to the Dark Lord, which has | | often faultered. There are some inapropriate references to | | the Nameless One, and even a few total inacuracies, for which| | the author has no doubt met with a foul end. For the most | | part it is an acceptable rendition, however, and is true to | | the Army's chaotic nature. | | | | Angmar's Army does exist to service the Dark Lord and the | | Society. Most members display loyalty and servitude when | | confronted by a Morgul Mage, and will follow orders provided | | they are presented simply. They have a great deal more | | ambition and greed than wit, and one should take care not | | to provide them with any more of one's true designs then is | | absolutely nessesary. | | | | The ranking infrastructure of the Army of Angmar does not | | have ever increasing titles based on experience, but rather | | a number of ranks to which members can be promoted based on | | qualifications and from which they can be demoted when | | another comes along who is more qualified. The following is | | the list of ranks and the number of soldiers which can hold | | that rank: | | | | Footman: any number | | Standard Bearer: 1 position for every 2 lower members | | Corporal: 1 position for every 5 lower members | | Sergeant: 1 position for every 9 lower members | | Warrant Officer: 1 position for every 15 lower members | | Lieutenant: 1 position for every 24 lower members | | Captain: 1 position | | | | The Army has one battle special called smash. Smash requires | | that a club is wielded. As a special it is unfortunately | | somewhat ineffective. | | | | The Army also has one special skill, shield. Shield is a | | skill which adds a special defense to carrying a shield. It | | catches the blows of attackers, and does seem very helpful, | | at the very least it greatly reduces the number of "tickles" | | one recieves in combat. | | | | The following is a list of the Army of Angmar's skills: | | | | Skill: Max level: | | ---------------------------------- | | smash............ superior guru | | defence.......... superior veteran | | shield........... superior guru | | club............. superior master | | appraise enemy... superior professional | | blindfighting.... superior craftsman | | awareness........ superior craftsman | | sneak............ expert craftsman | | parry............ superior journeyman | | hide............. eminent craftsman | | | | | | Layman members are restricted in these skills: | | ---------------------------------------------- | | club ............ superior journeyman | | defence ......... superior journeyman | | blindfighting ... superior amateur | | hide ............ superior journeyman | | sneak ........... superior journeyman | | | | Higher levels of training in some areas (i.e. club) may be | | offered to soldiers that are able to prove themselves worthy.| | | -- More -- 100/104 -- ( t b r n a q x ! h ?) -- | ___ ____ ________ _________________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/_____________________________________________________________/ > read artifact_index You read the scroll titled "Index of artifacts.". Index of artifacts., written by Karpath on Ringare 7, 3017. ________________________________________________________ / _\ \ | \ | | \_/_. Index of the Artifact's corrently listed. . | | . . | Artifact scroll one : Daggers | . . | Artifact scroll two : Swords | . . | Artifact scroll three : Clubs | . . | Artifact scroll four : Polearms | . . | Artifact scroll five : Axes | . . | Artifact scroll six : Body Armours | . . | Artifact scroll seven : Rings | . . | Artifact scroll eight : Neckwear | . . | Artifact scroll nine : Shields | . . | Artifact scroll ten : | . . | | . . / _____________________________________________________/__ / / \ \ | \_| | \_/_______________________________________________________/ > read artifacts_neckwear You read the scroll titled "Magical medallions and amulets in the Realms". Magical medallions and amulets in the Realms, written by Karpath on Narquelie 19, 3017. ___________________________________________________________________ / _\ \ | \ | | \_/_. This list was made by Apprentice Trennagin and . | scrutinized by me. | . . | List of magical medallions in the Realms. | . . . Ensorcelled black amulet: . | The powers of this amulet are reported to offer protection | . from poison or health benefits. It bears symbols that hint . | it is an item of a health goddess. It is carried by a giant | . octopus in a wreck off the Sybarus shore in the utterdark. . | Its size is unknown, but nethra is a requirement here. | . . | Bloodstone medallion: | . This amulet sheds more than one level of light. It raises . | inteligens and wisdom quite much and is carried by a | . necromance in Drakmere's undead forest. . | | . Etched bronze amulet: . | Worn by a cloaked lurking figure in the Solace area, | . This amulet is the talisman of an evil god. Wearing it will . | have detrimental effects on people who follow holy and | . righteous paths. It can detect its own in its vicinity. . | | . Long coral necklace: . | Carried by a naiad on the Isle of Dead in Sybarus, | . The long coral necklace is enchanted with the power of earth. . | When wearing this the wearer gets protected against water and | . earth spells. . | | . . | Scribed in His service by Haidagwath. | . . / _______________________________________________________________/__ / / \ \ | \_| | \_/_________________________________________________________________/ > read avenir You read the scroll titled "Mysterious caves of Avenir". Troll Caves from Sybarus map with Union guild included, written by Eleron on Hisime 12, 3017. ---------------------------------------------------------------- | | | Greetings In the Name of the Dark Lord! | \ \ | This scroll details the caves within which the Union | / of the Shadow guild may be found. The guild itself is | | also included. These caves are located in Sybarus and / | are labelled on the map of Sybarus as troll caves. \ \ \ / The caves consist of a network of darkened tunnels and | | passageways constructed on several different levels. The | | top level is mainly a troll area with a few dark elves / | wandering about. The trolls themselves may attack but they | | are found in small numbers and are too lazy or stupid to | > follow. The elves are an annoyance that for some reason \ | have not been removed - why they are tolerated here is | | unknown but their infestation has spread to include the very | | halls of the Union guild itself. < \ | / Several strange creatures may be found in isolated spots / | within the caverns; No doubt choosing these locations for | | their remoteness. The creatures which may be found include | | a Drake, a Chimera and a winged wolf which could serve as | | a fearsome mount if trained. Numerous Imps inhabit one of \ | the lower caves (see map 3). These creatures will appear | > as statues until approached and then thier evil intent is | | obvious. The imps have maintained thier sanity at least | | enough to recognize the folley of attacking a servant of the \ | Dark Lord. The Imps possess razor shields which they will use | | if provoked. | | / > Maps 3 and 4 have all the rooms mapped with some quest | | related details removed. Map 5 is a plain set of caverns | | filled with ogres. The larger ones are aggressive and their | | attacks give courage to their smaller brothers. They will > | also follow making this a very dangerous area as a following | | ogre will pick up other ogres along its path creating a large | | group of aggressive ogres. \ \ / / | | | |----------------------------------------------------------------| | TOP LEVEL MAP | | Caves SW of dwarf fortress in Sybarus / | | | *- -> Sybarus | \ | \ | * * * | | \ \ | / / * *-*-* D4 | | \ | / | \ * * * | \ \ | / / | P - Fetid Pool * * D2 / | S - Stone Dias \ |/ \ | K - Drake * * * \ | D1 - Down (see map 1) \ |/ | < D2 - Down (see map 3) *-*-*-*-*-*-*-*-*-* | | D3 - Hobgobs/locked door / | / | D4 - Down (also map 1) D1 * | < | | < * | | |\ \ / D3-*-*-* * | | | | \ | | * * * S | | | \ / / \ * * * \ | | \ / | | P *-*-* | | | / / K \ / | | / | | |------------------------------------------------------------| | Map 1 / | Union Guild level | | | \ \ \ *-UG | | / / / * | | | | | * D5 | | | | / \ * * \ | \ | \ / * * * W U4 \ | \ | \ / / | | *-*-*-*-* * | | / | / \ | | * * * * * | > | |\ | / | W - Winged Wolf / > | | *-*-* * * UG - Union Gates / > | |/ | \ |/| Map 2 | -- More -- 100/250 -- ( t b r n a q x ! h ?) -- | | * * * * * D5 - Map 3 | | | | | | \ | > | * * * \ / | | | / \ \ \ | U1-* * * * * * | \ \ \ / \ | | / * *-* * * / | \ / \ / \ | *-* *---* * | | \| | \ * \ | \ / NOTE: Enter gate by asking the gate keeper (Nadia) | | the word gate then move east. | | | |------------------------------------------------------------| | | | \ < Map 2 | | Union Guild Interior | | / | The Union Guild is very small and thus mostly unknown. \ | The panel at point P can be pushed but without any effect | | - perhaps only guild members can activate the mechanism. | < Currently all that is known is the tax is 20% and betrayal / | means death. \ | / > / | C - Chasm C / | P - Panel | | > L - Locked door *-*-* P W \ | PO - Postoffice | | | / | J - Join room *-*-*-L D7-U6-B | | T - Target room | | < S - Storage Cab J * PO U7 Single room | | UG - Union Gate | | | with crack | | B - Board UG-*-*-*-D6 and flame \ | W - Large pool | | | \ T S | / / / | | NOTE: Exit through gate with 'unlock gate', 'open gate' | | and w | | | > \ | | |-------------------------------------------------------------| | Map 3 | | Imp Areas / \ | / | | *-* * T * | \ |/ | / / | *-* * * D7 / | | |/ | \ | *-* * *-U2 \ / \ | / | | | \ | / *-* | | \|/ | \ * / \ /| / | * * \ | | T - Temple \ > * * D7 - Down (see map 4) | | \| U2 - goes up twice to D2 at top | / * with chimera on level inbetween | | | chimera / | * | / \ | U2 / | U5 | / | / \ | | |---------------------------------------------------------| | Map 4 | | | \ Slab / | \ | / * | | \ D - Low Dias \ \ * * U7 - Up to D7 | \ \ | D8 - Down to map 6 | | * * / | | | | / * * *-* | | / |/ | | | *-*---*--*--* * \ \ | *--*--* | \ / | | *-* | | / / | | | | | / | * * *-*-* *-*-Closed / | / | | | | * *-----* | | | / | | | \ U7 *-*-*-*-*-d8 (map 5) | / | | | | *-* * * / | \ / | \ > *-* H <- Hole (crawl s) | | / | | -- More -- 200/250 -- ( t b r n a q x ! h ?) -- | *-* * / | | \ | *-*-*-*-* | \ *-*-*-*-* | \ *-*-D-*-* | / *-*-*-*-* / / *-*-*-*-* / | \ | | |----------------------------------------------------| | Map 5 \ > Ogre hordes | | * * | | \ / / | *-*-* * \ \ / \| | / / * | | * * * * * | | \ | | \ / < \ *-* * * * < / / |\ /| | | | * *-*-* * * * / | / / \ \ | \ | * * * * * * * U8 | > \ / \ / \ / \ / / | * *-* * * * / | | \ | / | | \ * * *-*-* * | / | / | | | | * * * * *-*-* \ | \ / \ / / \ | * * * * * * \ \ | / \ / |/ | \ * * *---*---* | | | | | \ | | | * *-*-* * | | * | * \ / \ * / \ / \ \ * * | | \ / \ | * *-* \ | \ / / / \ * \ / \ / \ | *-*-* | | Written in his service by | | Eleron, \ \ High Sorcerer of Morgul \ /\ | | \_/___________________________________________________________/ > read axes You read the scroll titled "Magical axes of the Realms". Magical axes of the Realms, written by Karpath on Cermie 12, 3018. ____________________________________________________________________ / _\ \ | \ | | \_/_. This list is a compilation of scrolls already . | existing in the library made by Bala Er, Saura Er | . Morbeche and the former member known Nomm and a . | survey done by me. | . . | List of magical and poisonous axes in the Realms. | . . | | . Half-moon bladed waraxe: . | | . This waraxe has been imbued with the spirit of a roguish . | warrior, trapped in the axe via a curse from an evil | . sorcerer. The spirit enchants the axe so that it does . | greater damage against opponents. The spirit also assists | . females who wield the axe by drawing on the targets . | lifeforce with his undead powers. | . The wielder of this waraxe is a centaur ontop a mast on . | the ship sailing from Sparkle to Flotsam. He is no match | . for the powers of His minions. . | | . Mithril waraxe from Moria: . | | . This is a bloodstained mithril waraxe originally of dwarven . | design, but miskept by orcish hands, designed to fit these | . beasts hands. . | Whilst this axe is not magical it still is worthy of a mention | . in these scrolls. It is wielded by an Orc that roams the mines . | of Moria. Unfortunately he is with a band of other orcs thus | . making the retrieval of the axe somewhat dangerous for the not . | so prepared mage. However as always, nothing can match the | . powers of a prepared minion of the Dark Lord. . | | . Dwarven cleaver: . | | . The mighty dwarven cleaver has been enchanted by priests of . | Reorx long ago. The enchantments have made it so that the | . cleaver does the damage of an excellent two-handed waraxe. . | This is an awesome axe wielded by a battle-hardened dwarf | . located somewhat to the south of flotsam. He is barely a . | match for any of His minions. His name is Shale. | . . | Red/Blue/Green Battleaxe: | . . | Even though the battleaxe feels heavy, you realize that | . the weapon would actually be more than twice as heavy if . | no magic was involved here. This makes the weapon fairly | . easy to wield considering its weight, and of course the . | weapon hits opponents like it had its original weight. | . This is also an great axe, wielded by humans and draconians . | on the continent called Krynn. | . . | Humming fire battle-axe: | . . | The enchanted runes appear to include elemental themes. | . Beware the blade of fire if you be weak of mind and strength! . | This weapon appears to have been crafted for a warrior of | . great strength and of strong mind. The weapon flashes with a . | pride in its own elemental potency; any failure to master the | . weapon would surely incur the wrath upon the possessor's mind. . | This axe was forged in the pits of a volcano, and thus gives | . the wielder protection from that element. But beware, the . | price of the axe is taxed upon your mind. | . Arms and hands of great strength may untap the fury of the . | blazing fires which forged this magnificent weapon as a great | . burning umbra swirls about its blade. Be prepared for a taxing . | burden upon your mind. | . This excellent battle-axe can be obtained by slaying the guard . | captain of Kabal. He is located on the first floor in the | . castle of the Highlord. Unfortunately he has four strong guards. | with him, but once they are dealt with he is nothing to worry | . about for a servant of the Dark Lord. . | | . Bloody steel axe: . | | . The axe has been magically enchanted to hit and penetrate more.. | The enchanted axe has greater hit and penetration than normal | . weapons and has several unique abilities. Failure to wield it . | will result in bodily harm. | . This magnificient axe is wielded by a renegade leader called . | Goliath who resides just to the northeast of the northern | . caravan gate in the city called Kabal. Even though that the axe. | does harm the unskilled with dangerous powers it also drains | . the lifeforce of the one attempting to wield it, into the axe. . | This lifeforce can then be channeled into the wielder once he | . or she knows the command word. . | | . Dwarven Waraxe: . | This axe was wielded by Dain in Moria. It is now guarded by | . one of three trolls in Khazad-Dum. It is a potent weapon that . | deals vicious damage upon striking, though it can be unwieldy. | . A high wisdom is required to wield this weapon - some say that . | epic wisdom is needed. It is enchanted to slay orcs and | . trolls. It can be wielded in any hand or both hands. . | | -- More -- 100/135 -- ( t b r n a q x ! h ?) -- . Runed Axe: . | This axe may be wielded in either hand. It is guarded by the | . Dewar Warlord in the Mines of Emerald. It is not difficult . | for the Society to obtain, and it is an excellent, perhaps | . even a preferred weapon for those Dunedain among us. . | Unfortunately doing the great war betweeen His servants and | . the vampyre family these mines were destroyed and thus this . | axe remains buried beneath tons of rock. | . . | Frost giant's waraxe: | . This massive waraxe was that once used by a frost giant. Huge . | and heavy, the head of this axe twinkles like a piece of ice | . in the sun. While chill to touch, this axe is far sturdier . | than you would imagine. Its blade extremely sharp to touch, | . such that with a mighty swing you can imagine cutting a horse . | in half with it! Truly ancient is this waraxe, crafted in the | . Age of Dreams by frost giant shamans with the primitive powers . | of the elements. This axes enchantment makes its slightly | . better to hit than a good two-handed axe, as well as greatly . | increasing the axes ability to do damage to a target. | . As the name says this axe is wielded by the Frost giant who | used to wield the frost club. He is no match for a prepared . minion of the Dark Lord, and he has residence somewhat west | of the city of Last in the northern Terel. . | . . | Scribed in His service by Haidagwath. . | . / _______________________________________________________________/_ / / \ | \_| \_/_________________________________________________________________/ > read blademasters_of_khalakhor You read the scroll titled "A treatise on the Blademasters of Khalakhor and their impact on His designs". A treatise on the Blademasters of Khalakhor and their impact on His designs, written by Auvryndar on January 29, 3018. _____________________________________________________________ / \____________________________________________________________\ | | | | | | | The Blademasters of Khalakhor | | | | scribed by | | | | Janice of Agarwaen, Apprentice | | | | on Ringare 15, 3017 TA | | | | | | -= May this scroll be of benefit to the Society, =- | | -= and please the Nine, and my Master, Herukemi =- | | | | | | Prelude | | ======= | | | | The Blademasters of Khalakhor are a society of those who | | have mastered the sword. Though not a true organization | | in structure, members are unified only by their shared | | adept skill of the sword. They have no common home and | | and are only required to maintain their swordsmanship to | | remain in good standing. What follows is an analysis of | | the guild. | | | | Beliefs | | ======= | | | | The Blademasters believe that disputes are to be settled | | by the blade. Though it is expected that members give | | a certain respect to the traditions of the Blademasters | | of Khalakhor, there are no rules and members are free to | | do as they will, as long as their sword skill remains | | sharp. | | | | There are two symbols of the Blademasters: the Chain and | | the Thistle. The chain symbolizes the chain of attack in | | a fight, as all parts of an effective attack must have | | sufficient strength and be properly coordinated, for to | | fail in one part means failing as a whole (The chain is | | only as strong as its weakest link). The meaning of the | | thistle as a symbol has been lost over the ages, but | | remains as a sign of where a Blademaster has been or may | | seek solace. | | | | Structure | | ========= | | | | There is neither a leader, nor a command structure of any | | type. The only denotation of rank is given by the chain | | worn upon the collar of a Blademaster. The chain of a | | Blademaster shows two things about the wearer. Chains of | | Blademaster shows two things about the wearer. Chains of | | gold represent High Blademasters, those whose skill with | | the sword is at least of the superior master level. | | Chains of silver represent Blademasters, consisting of | | the rest of the members who are good enough to be Blade- | | masters, but whose skill is below the superior master | | level. Also, the number of links on the chain signify the | | duration of the Blademaster's claim to their title. The | | number of links ranges from five to ten links and is | | independant of the material of the chain. | | | | Requirements for joining the Blademasters are simply | | having superior veteran or above sword skill. Goblins, | | gnomes, and hobbits are currently not allowed to join the | | Blademasters. Goblins would not be welcomed in Port | | Macdunn, and gnomes and hobbits are foreign to that land | | and therefore unable to join. There is no restriction on | | alignment, or occupational guild affiliations. It is | | expected that members of the Blademasters shall cross | | swords in their travels, and as with all matters of the | | guild, disputes are settled by the blade alone. Members | | must maintain a sword skill of at least confident veteran | | to remain within the guild. If they drop below that level | | they are kicked out. Leaving the guild and being kicked | | out result in the same thing, that of losing the all | | experience put forth towards the Blademasters during the | | time spent as a member, but nothing else. | | | | As the Blademasters have no guildhome, various people in | | Port Macdunn have quietly stepped forth to aid Blade- | | masters. Most are former or retired Blademasters | | themselves, now working as smiths or shopkeepers. The | | means of identifying these sympathetic individuals is by | | one of the symbols of the Blademasters, the thistle, | | which is likely to be apparent to the watchful eye. These | | individuals offer a range of services, including special | | clothes such as kilts, boots, gloves, and shirts with a | | high collar. The clothes are not the best armours, but | | rather decorative in nature. Also, members may gain a | | unique blade of the Blademasters, either one or two- | -- More -- 100/165 -- ( t b r n a q x ! h ?) -- | handed. Long and slender, these single-edged blades bear | | the thistle-mark upon their hilts and are of a quality | | about equal to or slightly less than those of the sword | | they were traded for. The shops of the sympathetic guild | | individuals are also where members can gain information | | on the guild and join it. They also have the option to | | begin their travels from these locations as well. | | | | Politics | | ======== | | | | There are no politics among the Blademasters. Any | | disputes are settled by the blade. As there is not even | | a bulletin board for members to officially post on, it is | | extremely unlikely that they could ever come together as | | a group, let alone service any type of political agenda. | | The Blademasters are a society that recognizes and | | appreciates a skill, that of the sword. They have no | | politics of note. | | | | Abilities | | ========= | | | | The Blademasters train no skills, and only add their | | special attack, battack, to the arsenal of a member. | | The battack special is not trained, but rather is thought | | to increase in skill as one's time devoted to the | | Blademasters increases, as noted by the number of links | | on their chains. All of equal strength and efficiency, | | the battack can be used with one sword, two one-handed | | swords, or one two-handed sword, but a sword must be | | used. The various forms used with the weapon combinations | | vary from attack to attack and can be demonstrated by the | | members. They are also able to break swords and tear | | their clothing so others are unable to use them. They | | also break their chains in order to leave the guild. | | The battack special is considered to be of average | | accuracy and damage in comparison to other specials of | | the realms. Blademasters pay 8% tax for the battack | | ability, equipment services, and emotions of the guild. | | | | Analysis | | ======== | | | | The Blademasters of Khalakhor, while consisting of the | | elite swordspeople of the realms, pose no threat to us. | | As they have no political structure or agenda, they are | | only recognized warriors who shall continue with their | | aims regardless of membership in the Blademasters. We | | cannot turn them as a group to our aims as the lack of | | organization prevents such a subversion, but it shall be | | that much easier to harness the individuals of their | | guild as they are already divided and just waiting to be | | conquered. To us, the Blademasters should be nothing more | | than noted warriors with an added skill in swordsmanship. | | What is skill in arms compared to the True Power of | | Him, though? Let them think they are the formidable | | force in the realms due to their swordsmanship. They will | | see what real force is when the Society goes forth to | | conquer all in His Name! | | | | | _\ \ \/____________________________________________________________/ > read calians You read the scroll titled "A Treatise on the Calian Warriors". A Treatise on the Calian Warriors, written by Rocque on Ringare 14, 3018. ____________________________________________________________ /_\ \ //_\| | |\_/__________________________________________________________/ \ \ | | | | | The Treatise on Calian Warrior Guild | | | | penned by | | | | Argor | | | | | | Prelude | | ======= | | | | The Calian Warriors are a group of warriors who live | | in the lands of Calia. This organisation was founded | | by Caliana in order to free the lands from the tyrany of | | Warlords and influences of Evil Sorcery wielded by | | Kroug - the mightiest warlord and powerfull sorcerer. | | Caliana taught her soldiers the tactics of fight in | | formation called "wolf pack", which makes them | | formidable warriors, skilled in fast, powerfull attacks | | from flank and evasive manoeuvres. The Calian Warriors | | live at Mount Kyrus in Crystalline Palace. From this | | place they protect the federation of free lands of Calia | | from evil influences and Kroug's minions. | | | | | | Beliefs | | ======= | | | | The Calian Warriors find themselves the protectors of | | Calia. They seek and destroy Kroug's minions everywhere. | | Members of this organisation are dedicated to good. | | They love freedom. The relationship between the Warriors | | and the lands they save are defined in their motto: | | "We protect but do not rule". Calians spread the | | idea of peace and peaceful coexistence between other | | guilds. In spite of Calians fight with evil and evil | | influences they believe that balance between good and | | evil must be maintained. In the case that forces of | | evil are stronger than forces of good, the Calian | | Warriors support forces of good in order to maintain | | balance. Interesting fact is that when forces of good | | are stronger than forces of evil, they do not support | | the evil side but they start to be neutral. | | | | | | Structure | | ========= | | | | The head of the guild is Council. Council was created by | | Caliana when she founded the guild in order to delegate | | authority to some of the more senior of her warriors. | | The Council consist of five warriors. Council is | | responsible for politics of the guild. The second | | function is promote and maintain good conduct among | | the members of the Calian guild and between Calian | | guild and other guilds in Realms. The Council has right | | to reward warriors for good conduct or punish those who | | broke rules. | | Important decisions are taken by Council in a special | | session. Each decision is voted and each council-member | | has one vote. Usually decisions are taken by majority | | of votes. All non-council Warriors may inform the | | Council about objections and by this way they can exert | | an influence upon Council. Usually the Council before | | getting decision investigates Warrior's moods. | | Directly subject to the Council is Recruiment Officers | | Coordinator. He is responsible for reports to the | | Council about recruiment policy of the guild, and he | | commands the Recruiment Officers. The Recruiment | | Officers check new candidates for Warrior. | | They observe new recruits and help them to assimilate | | with guild. Interessing fact is that Recruiment Officers | | are directly subject to the Recruiment Officers | | Coordinator, not to the Council. | | In guild exist outer and inner hierarchy. | | Outer hierarchy describe how experienced Warrior is. | | This hierarchy consists from following titles: | | -The Calian Trainee | | -The Calian Adventurer | | -The Warrior of Calia | | -The Swordsman/Swordwoman of Calia | | -The Swashbuckler of Calia | | -The Comrade in Arms of Calia | | -The Cavalier of Calia | | -The Calian Fighter | | -The Defender of Calia | | -The Nobleman/Noblewoman of Calia | | -The Calian Champion | | -The Weapon Master/Mistress of Calia | | -The War Legend of Calia | | -The Exalted Member of Caliana's Elite Guard | -- More -- 100/310 -- ( t b r n a q x ! h ?) -- | In addition Calians may take a second unique title for | | themselvs. | | The inner hierarchy describe how dedicated to the guild | | and generally case of good Warrior is. The visual signs | | of this hierarchy are distinctions given by the Council | | for good conduct and dedicated work for the guild. | | Some distinctions give new ability and higer | | responsibility. Following distinctions are shown from | | the lowest to the highest: | | -Colours of Caliana - The lowest distinction. | | -Insignia of Silver Warhammer - Those who have this | | insignia may train "maul"-special attack only for | | leaders of wolf pack. They may be Recruiment | | Officers and they must tutor new Calians. | | -Golden Axe - As above plus they have right to close | | the Pallace Gates in case of danger. | | -Steel Spears - As above plus they may be Recruiment | | Officers Coordinator. | | -Platinum Halberd - As above plus they may be | | Council-member. | | -Crystalline Swords - The highest insignia. No one | | received this insignia during | | the existance of the guild. | | Next insigniam is much harder to receive than previous. | | The Platinum Halberd may be achieved after four - five | | years of intensive work for the guild. | | To receive higher distinction Warrior must obey rules | | of guild. | | Warrior may team with everyone except enemy of Calia. | | He may team even with someone who is evil as long as it | | is for the general good. | | Warrior should value life and strength, he should not | | endanger teammates and should protect fellow Warriors. | | Warrior must protect the lands of Calia and inhabitants | | of this land againt evil influences. | | Warrior should avoid conflict with those who are allied | | with Calia, but if attacked or seriously provoked he | | may respond in appropriate manner including mailing to | | both councils or attacking the person if it is needed. | | Warrior should respect all instituitions of the Calian | | Warrior Guild, and work for good of Calia first. | | If Warrior break rules he is punished by Council. | | In guild exists three forms of punishment. Usually | | Warriors are punished for breaking rules and bad conduct.| | Following punishments are present from mild to severe: | | -Admonition and warning during discussion "eye to eye" | | with Council-member. This form of punishment does not | | endanger the career in the guild. | | -Degradation. The Warrior may lost rank and insignia. | | Usually he lost one step in inner hierarchy. This form | | of punishment is given to public information. Usually | | this form of punishment is for teaming with enemy of | | Calia, refusing help or ignoring new recruits. | | -Excluding from guild without right to returning. | | This form of punishment is given for the higest crimes | | against guild - helping enemy of Calia, killing allies | | or other Calians. Excluding is given to public | | information. In addition the culprit cannot enter in | | the ranks of Knights of Solamnia and in the ranks of | | Rangers of Westlands. | | The Calian Warriors are occupational guild. | | The Warriors may enter in ranks of layman and race | | guilds, but they avoid guilds which demand to serve | | to the evil. The Calians have no race restrictions, but | | very few goblins serve to the Caliana. | | | | | | Politics | | ======== | | | | The Calian Warriors must follow guild rules, but | | Warriors have some lack of discipline. In guild is not | | strong dependence between higher rank members and low | | rank members. It means that Calian may reject to fullfil | | wishes of higer rank Warrior. Usually Calians support | | other Calians, because power of guild lies in mutual | | confidence. Inner policy of guild makes very strong ties | | of friendship between Warriors. Mutual confidence is | | necessary to create "wolf packs". This tactic makes | | Calian formidable warriors. The Calian without pack is | | weak and easy do defeat. | | The Calians have very good relationships with other | | guilds which are dedicated to destroy evil. The Rangers | | Knights of Solamnia and Mystics are allies of the guild. | | | | | | Abilities | | ========= | | | | The Calians are warriors who are skilled in fight in | | group. The team consisted only of Calians is named | | "wolf pack". The leader of pack is considered as Alpha | | in normal wolf pack. He attack face to face enemy using | | "maul" - the special attack. Other Calians in pack are | | considered to normal wolfs. They attack enemy's flanks | | using "swarm" - the second special attack. | | Warriors may train following skills: | | Two handed combat.................Confident Professional | | Sword....................................Superior Master | | Defence................................Confident Veteran | -- More -- 200/310 -- ( t b r n a q x ! h ?) -- | Polearm..................................Superior Master | | Parry..................................Confident Veteran | | Move Behind................................Superior Guru | | Swarm......................................Superior Guru | | Maul.......................................Superior Guru | | Combined levels in sword/polearm may average at a | | maximum of Apprentice Master/Junior Master (83/82 levels)| | Combined levels in swarm/maul may average at a maximum | | Superior Journeyman/Superior Journeyman (50/50 levels) | | Swarm is a long-range with an impaling action; hence | | polearms are most suited to this skill, although | | appropriate swords may also be used. The swarmer must be | | in the back line of a team in order for the attack to | | opponent's guard while they are engaged with the front | | line team member. | | Maul is a close quarters attack which involves one's | | weapon in a ripping action; hence swords are most suited | | to this skill, although appropriate polearms may also | | be used. The intention of a maul attack is to inflict | | especially painful wounds on the enemy in the hope of | | stunning him. Mauls may not be as inmediately damaging | | as swarms, but the rents and gashes which they open on | | the enemy's body will sometimes put them temporarily | | out of action. | | Move Behind is an evasion special which allows Calian | | to move from the front line of a team to the back line. | | It is very usefull both to swarmers and maulers. | | A swarmer can put him or herself in a position to swarm | | and put a mauler in the best position to maul. Either | | can escape from an enemy who has proved too dangerous. | | | | | | Guild Map | | ========= | | | | The Crystalline Palace have been risen from ruins of | | ancient civilisation by Caliana's will who convinced | | ancient spirits who lived at the top of Mount Kyrus to | | use their power. The ancient tales says that ancient | | spirits informed Caliana that she is Chosen One and | | claimed that new age of enlightenment and freedom came. | | Next the spirits gave ancient power to her. With help of | | ultimate magic she raised the Crystalline Palace from | | the ruins. Now the Palace is home and fortress of | | Calian Warriors. | | | | G---G---G---G | | / \ | | G 6 1 7 G | | | |\ ! /| | | | | | 2-3-4 | | | | | | | | | | | | | | 8-T-O-5-s | | | | | | | | | | | | G | B-H-P | G | | \ |/ | \| / | | G B---E---S G | | \ + / | | G---R---G | | | | | | | Legend: | | G-Palace Garden H-Hall | | 1-White Room B-Bank | | 2-Silver Room S-Shop | | 3-Golden Room s-Hardware Shop | | 4-Bronze Room P-Post Office | | 5-Room of Light T-Training Room | | 6-Room of Godness C-Calian Guild and Board | | 7-Sleepless Room E-Entrance | | 8-Cloak Room O-Center of Palace | | R-Crystalline Road to Palace gates | | | | In White Room Calians may regroup during assault upon | | guild. Only Calians may enter there. | | In Center of Palace is staircase up to the room with | | Crystalline Orb. | | | | | | Analysis | | ======== | | | | The Calian Warrior are dangerous warriors who dedicated | | life to fight for freedom and peace. They have allies | | among Knights of Solamnia,Mystics and among our greatest | | enemies - Rangers of Westlands. Unfortunately for us | | they look upon Society as the group of powerfull evil | | mages who wants to destroy peace and freedom. It makes | | Calians potential enemies of the Society. Fortunately | | their fear keeps them from attacking Minas Morgul, and | | they pay more attention to protection of Calia. The | | Calian's lack of discipline is replaced by very strong | | ties of friendship and mutual confidence. It makes them | | strong because even alone Warrior may call friends via | | Crystalline Medallion, which is in equipment of all | | Calians. The pack of Calians, esspecialy "wolf pack" | | should not be disregarded. Fortunately, their | | pathetic abilities in magic cannot contest our might. | | The dedication to good of these warriors make them | | rather useless for us, but i sugesst to be carefull in | -- More -- 300/310 -- ( t b r n a q x ! h ?) -- | contacts with them. | | | | | / / /___________________________________________________________/ |/\ \ \\_| | \/___________________________________________________________/ > read caravan route You read the scroll titled "The long journey through the Great Kalad Waste". The long journey through the Great Kalad Waste, written by Gorboth on Sulime 24, 3019. ____________________________________________________________ / \ \ |\_/___-_______-______/|________--___|\_____-______-______/\____/ | | | | | The Caravan Route | | ----------------- | | | | Hail in the Name of Melkor! | | | | The Caravan Route runs from the Caravan Gate in Kabal in | | eastern direction into the Great Kalad Waste, a desolated | | vast deadly area. Paths off the road into the Waste lead to | | places populated mostly by vile creatures that attack on | | sight. Beware, and take precautions when travelling these | | lands as several of the races found are quite capable of | | poisoning. | | | |--------------------------------------------------------------| | | | Overview of Caravan Route. | | ----------------- | | | | o--Dark Dominion | | | (and city of Undraeth) | | |u | | dull hill o | | giant camp | | | |x1 |u | | o o | | \ / | | o o | | | | | | o o | | / / | | A o o | | | / \ | entrance | | | o o-o-o goblin caves | | cu| | | \ | | o-o-o-o o o o o | | \ | \ / | | | o | o o o o | | \|u | \ | | | | C----C--C--C-C-C-C-C-C-C o | | / | \ / | | C o C-C-C-C-C | | / | \ GREAT | | C o C KALAD | | / \ \ WASTE | | C o C | | / | \ | | C o C | | / | \ | | C o C* | | |Caravan Gate \ | | KABAL | | | | | | | | \ C = Caravan Route | | C* o = offroad paths and valleys | | \ cu = climb up | | C u = up | | \ x1 = entry blocked by dull hill giants | | C A = dwarf Gurden | | \ * = asterix used to mark same locations | | C on different parts of the map | | \ | | C | | \ | | C | | \ | | C-C-C-C-C-C-C-C | | / \ | | sand dunes C great | | / \ / salt | | / C flat | | rolling \ / | | grassland C | | \ | | C | | \ | | C rocky path | | \ / \ / (rock planes) | | C** o C o (ogre caves) | | \ | \ / | | C o C | | \ | \ | | C o C | | \ / \ rocky | | C o C path | | \ / \ (stone | | C bedellin C giants) | | \ nomad \ / | | C-C-C camp C o | | \ / \ / | | C oasis C | -- More -- 100/409 -- ( t b r n a q x ! h ?) -- | \ \ | | C C** | | \ \ | | C | | | |--------------------------------------------------------------| | | | dull hill giant camp | | ----------------- | | | | h h1 h h = hut | | \ | / h1= chieftain's hut | | o x1= entry blocked | | / | \ by dull hill giants | | h | h | | o-o | | |x1 | | | |--------------------------------------------------------------| | | | Dark Dominion | | ----------------- | | | | The Dark Dominion houses strange creatures such as | | illithid, troglodytes, and hunting spiders that can poison. | | Be warned that in the Dark Dominion and in the City of | | Undraeth the Zodiac Gem fails to summon to the Tower, but | | mana gets drained nevertheless. Since only Drow can lock | | and unlock the gate to the City of Undraeth, and the gem | | has no power here, make certain you do not get locked in. | | I have not found a secret passage in or out of the city. | | | | c | | / | | o-c-c c-------c-c | | | |% / | \ | | |u | / x x c c | | c c B-A-B | | | |%% | |x c | | | c----c / | | c | c c-c-c | | |%%% c \ \ \ G | | | / c--c c-c-c-The City | | c--c--c / | of Undraeth | | \ c c | | c / | | | / / E-D | | c-------c | | \ | | c | | | | | c | | \ | | c | | \ | | c-c | | \ | | c | | / | | c | | | | % = search floor/ceiling,d/u | | %% = climb down/climb up | | %%% = climb down/up | | x = entrance blocked by troglodytes | | A = trochlodyte chieftain | | B = troglodyte birth chamber | | D = iron golem | | E = deep dragon | | G = gate, usually locked. only Drow can unlock it. | | | | The City of Undraeth | | ----------------- | | | | The City of Undraeth is a city inhabited by Drow, evil | | elves. They worship and abide a goddess with the name of | | Lolth, the Spider-Queen. Drow seek domination of their | | race, and as such have no allies. Their most hated enemy | | however seem to be within their own race, in the Eldar | | whom they call the Sun Elves. | | Beware, the Drow are easily provoked into attack, | | especially in the safety of their House. Each House is | | rules by a Matron. The Matrons of House Kilsek and Claddath | | are worth a visit. | | D | | |x1 | | O O--O | | | / \ / | | O--O---O O O--N- | | /| /|\ / / | | / C / n \ / O | | / / |u O / | | O k-O-m | / | | | | p O | | | i-O-j | | | O | O | | | | | / | \ | | | | O---e--g--O--O | | O-K- /| \ | / / | | / / | f h | -- More -- 200/409 -- ( t b r n a q x ! h ?) -- | O-O-Gr-O-O-O-O O-c | | G / | | | | --O a O-b | | | | | | House Kilsek House Claddath House Noquar | | | | q | o | | o / C / s o | | x |/u x|/u / | | | -K--o----o o q -N---o-o-o | | | | /d d/| / x | | | s o / / |/u | | | s s o o-s | | | | u = up f = weapon dealer | | d = down g = in tent: armour seller | | x = blocked by drow guards h = monument | | (show house insignia) i = smith | | x1= blocked by spiders j = pub | | (show house insignia) k = bank | | G = city gate, usually locked m = shop | | can only be opened by Drow n = city board | | Gr= drow guards, can be bribed p = adventurers guild | | a = post office q = matron | | b = library s = slaves | | c = massage parlour D = drow guild/drow board | | e = merchant (dragon bane, gem C = entr. House Claddath | | of light/dark, bag) K = entr. House Kilsek | | in tent: drow mage N = entr. House Noquar | | (changes gender for fee) | | | |--------------------------------------------------------------| | | | The Goblin Caves | | ----------------- | | | | p d = down | | / ce = cave entrance | | x2/ c = cave | | /d k = goblin king Nomog | | c-c-c-c l = loot room | | %| | p = prison (Kabal guard needs help badly) | | r k--c--c r = Red Fang Headquarters | | | \ | (goblin racial guild) | | r l-c c % = examine puddle for a ring to pull for | | \ / entrance. pull the handle to leave. | | x1\ / x1 = passage too small to use. | | ce maybe goblins can use it? | | \ x2 = blocked by guards | | | |--------------------------------------------------------------| | | | The Sand Dunes | | ----------------- | | | | \ These dunes are treacherous, as dunes | | C- collaps and block exits while one | | / travels. In addition to sandlings, | | o whom I suspect cause the dunes to | | / collaps, there are many lizards, | | o poisonous snakes and scorpions, and | | / \ sand marauder that attack on sight | | o o-o and may occasionally hunt you. | | / \ /|/ \ | | o o-o o C = Caravan Route | | \ / \|\ / o = dune | | o o-o | | / \ /|X| | | o-o o-o-o | | / \| \|/ \ | | o o o o | | \ /| /| | | | o-o o-o o | | / \ / \ / | | o o o | | | |--------------------------------------------------------------| | | | The Rolling Grassland | | ----------------- | | | | / A fertile area with grass and pools in | | o the middle of the desert. | | | Beware, as mountain lions and savage | | o-o-o-o wolves attack on sight. | | |X|X|X|\ | | o-o-o-*-o | | /|X|X|X|X|\ | | o-o-o-o-o-o-o o = grass land | | |X|X|X|X|X|X| * = oasis | | o-o-*-o-o-*-o | | \|X|X|X|X|X| | | o-o-o-o-o-o | | | |--------------------------------------------------------------| | | | The Great Salt Flat | | ----------------- | | | -- More -- 300/409 -- ( t b r n a q x ! h ?) -- | s-s-s-s This is a nightmare place where | | | | | | reality is contorted and illusions | | s-s-s-s-s-s make one doubt ones own sanity. | | | | | | | | I saw myself die many horrible | | s-s-s-s-s-s deaths here, yet never met Lars. | | | | | | | | Beware, as not all is illusion. | | s-s-s-s-s-s-s-s Salt marauders and snakes are | | | | | | | | | | the main real dangers. | | s-s-s-s-s-s-s-s | | | | | | | | C = Caravan Route | | s-s-s-s-s-s s = salt plane | | | | | | | | | | s-s-s-s-s-s | | \ / | | | | | | C s-s-s-s | | \ / | | C | | \ | | | |--------------------------------------------------------------| | | | The Bedellin Nomad Camp | | ----------------- | | | | / The bedellin nomads are a good people | | o although they seem to have in their | | / midst an evil Thanar human. They are | | c--c--c--c--c--c a petty people, as most of them can | | | | | | not take care of their own matters | | c A--c--c--B c and seek assistance. | | | | | | | x1 | o = path | | c--c E-E--c--c c = camp | | | | |\x2 | | x1= blocked by guards (put weapons | | c--c E f c--c in backpack and they let you pass) | | | | x2= blocked by 3 very strong guards | | c C--c--c--D c A = tent of elder | | | | | | B = tent of healer | | c--c--c--c--c--c C = tent with Thanar human | | D = tent with witch | | E = sheik's tent | | F = sheik | | | |--------------------------------------------------------------| | | | The oasis and the Rocky Path | | ----------------- | | | | Ogres may attack you on the rocky path, while scorpions, | | rock marauders and scorpions are the main nuisances on the | | rock planes. | | | | o---o | | / \ | | B--B o o | | | x3| | / \|x1 | | D B-B-o o-o | | | | \ | | B o o | | / / \ | | B o o | | | / | | |u r-r o | | o / \ | | | | r r |u | | o | / \ o | | / r r r / | | o |\ /|\ /| o | | / r-r-H-r-r | | | o / \|X|X|X| o | | | r r-r-r-r / | | o / \ / \|X|/ o A | | | r r r r | | | | |u |\ / \| o--A--A--A | | o r-r r | \ | | / \ /|/ / o A | | o r-r r |x2 | | \ / \| | o | | C r r | | | \ | | o-o | | C r r | o = rocky path | | \ \ / |u d = down | | C r-r-r o u = up | | \ / y = enter well | | C o---o x1= up, my climbing | | \ / skills proved | | C o insufficient here | | / \ / x2= blocked by giants | | E C x3= blocked by ogres | | | \ A = stone giant cave | | E B = ogre cave | | | C = Caravan Route | | E-F-E D = ogre chieftain | | | E = oasis | | E---G----G F = pond | | y d G = well | | H = spring | |--------------------------------------------------------------| | | | Thus written down in humble service under The One. | -- More -- 400/409 -- ( t b r n a q x ! h ?) -- | Hail Melkor! | | | | Fated to Darkness, | | Burzumbar, Stern Sheol | | | | ___ ____ ________ _________________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/_____________________________________________________________/ > read citizens You read the scroll titled "Concerning 'Citizens' project". Concerning 'Citizens' project, written by Chmee on Narquelie 7, 3018. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | Hail in the name of Melkor! | | Finnaly the Nine agreed to share the fruits of the Citizens | | project with the mages of the Society. However the fruits | | are also followed by some additional duties. The Nine expects | | that you actively take part in updating the relevant scrolls. | | Namely the Index_of_faces and the Index_of_names. Gather the | | news of citizens of significant importance as it's no need | | to remember each novice you meet. Update the informations on | | characters already present on the scrolls. Then properly | | format the data (hints are at the beginning of each scroll) | | and sort alphabeticaly. Finally in packages of 5-20 names | | send them to us. | | Carne Heni | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > > read clubs You read the scroll titled "Magical clubs in the Realms". Magical clubs in the Realms, written by Karpath on Lotesse 13, 3018. ______________________________________________________________ / _\ \ | \ | | \_/_. This list is a compilation of scrolls already . | existing in the library made by Bala Er, Saura Er, | . Louie and the former member known as Nomm and . | a survey done by me. | . . | List of magical and poisonous clubs in the Realms. | . . . . | Raven-beaked Warhammer: | . Can be obtained from a troll in the emerald mines, one . | should be very carefull when trying this, since the troll | . can use the special which the club has namely flipgrip. . | flipgrip does so that the wielder flips the warhammer | . around and tries to impale the victims armours, using the . | raven-beak. Since the armours are punctured they loose | . their strength and will eventually break and fall off. . | much like the giant black maul which bolg in the moria | . mines, wields. The experience with this warhammer is that . | it is a truly great weapon. Unfortunately the warhammer | . drains fatigue from the wielder when flipping the grip . | so one would have to wait a few minutes before next try. | . . | Gilded silver mace: | . Near the cornerstone north of the treacherous city of . | calathin a wicked centaur has his residence. One should | . be careful when entering his lair - he attacks on sight . | and his hoves have fierce powers. Nevertheless when | . slayed one will get a gilded silver mace from his rotting . | carcas. The mace can be wielded in both the left and the | . right hand. Quite a capable weapon in the right hands. . | It requires nothing to wield this weapon. | . . | Wicked giant mace: | . Can be obtained from the captains guarding the noble . | houses in kabal. All captains wield one of these clubs. | . the club can be somewhat hard to get since the captain . | have a couple of guards helping him, defending the house. | . there is one major flaw with this club - it drains all . | mana from the wielder. and it can only be wielded in the | . left hand. And only by the really well practiced in the . | club skill. Nevertheless since mana can easily be regained| . through the use of herbs this wicked giant mace, is as . | its name tells, a capable weapon in the right hands. | . often people get cheated into believing that the mace is . | worth nothing, since the price paid by shopkeepers is | . merely one copper coin. . | | . Gleaming dark-green mace: . | inside the high-lord's castle in kabal, a band of elite | . knights patrol the hallways however, at hallway junctions . | single knights stand guard. These knights wield a | . magnificient mace, namely the gleaming dark-green mace. . | this mace has the ability of spreading light if swung in | . circles unfortunately the knights can be a very tough . | fight if one is not careful the knights use their weapon | . to slash across ones face drawing much blood and doing . | great damage. The gleaming dark-green mace is a single | . handed weapon, which can only be wielded in the right . | hand. Combining this mace and the wicked giant mace can | . be a good idea. . | | . Massive two-handed warhammer: . | Underneath kabal prior, a small band of humans reside. | . Inside their caves they plan to rid the realms of all . | lesser races and half-humans. They call themselves thanar.| . their highpriest wields a massive two-handed warhammer. . | This warhammer can be hard to get hold of, since he, | . the highpriest, has with him two invisible guardians who . | will do all to prevent one from slaying their master. When| . obtained and wielded the warhammer is a great weapon, . | two-handed weapon that is. There is one small flaw with | . the warhammer though, it requires the wielder to have . | great wisdom before it can be propperly wielded. There is | . a minor detail with the warhammer, which i like alot, the . | wielder can slam the warhammer down into the ground, | . making it tremble and shake. . | | . Two-handed mithril club . | In the mountain range northeast of kabal, a cave system | . is located. inside this cave system a giant goblin called . | Nomog reigns, randomly attacking the caravans using the | . great kaladian caravan route. Nomog is wielding a . | two-handed mithril club, this club is a great weapon when | . wielded by the right hands. unfortunately the wielder must. | not have a high intelligence, since low intelligence is | . required to wield this awesome weapon, also two-handed. . | this club has a minor detail, which i also like alot, | . the wielder can club the mithril club around, removing . | all the small bumps on the ground making it nice and flat | . . | Ebony-hued club: | . Roaming the kabal habour a small band of rogues can be . | seen, the leader of these wretches is wielding a | . ebony-hued club. Easily obtained since the leader is . -- More -- 100/151 -- ( t b r n a q x ! h ?) -- | no match for the minions of the lidless eye. This is an | . alright club to start out with, so that one can get a . | better club easier | . . | Huge onyx club: | . Farther east in the kalad mountain range, past the great . | salt lake, a small path leads up into the mountains. | . in a small, but well hidden, cave system a large ogre . | is wielding a huge onyx club. This club is also a great | . two-handed weapon, heavy like the caradhras, but . | nevertheless a great weapon. The ogre can be tough to | . kill at times and easy at other times, but when he dies, . | one will get a good weapon. | . . | Huge spiked club: | . Between the cursed city of bree and the moria caves, . | several trolls wander the woods seeking easy prey on | . the unknowing adventurer. these trolls sometimes wield . | a huge spiked club. this club is useful against humans, | . since the club spikes glows red when it is about to . | puncture a human skull and thus doing great damage. . between the army of angmar and bree the trollshaws can | be found, in a small niche in the forest a large troll . soldier is standing, wielding this club also. One can | wield the club in both left and right hand, which makes . it possible to combine the club with any other great | one handed club. . | A golden sceptre: . In kalaman a huge castle has been build to house the lord | of kalaman, Calof. This lord wields the golden sceptre, . one attempt to obtain the sceptre one should be careful, | since the lord can be quite a battle to defeat. But if one . succeeds in slaying the lord one will obtain a great club | namely the golden sceptre. the sceptre has been enchanted . so as not to be a burden to the wielder of this weapon, | allowing it to be easily wielded. This has the effect of . also allowing it to hit opponents far more easily than a | normal sceptre it also bonds to its wielder, making it . difficult to unwield unless the wielder forcefully | attempts to ungrip it. . | Scribed in His service by Haidagwath. . | . / __________________________________________________________/_ / / \ | \_| \_/____________________________________________________________ * > read daggers You read the scroll titled "Magical and poisonous daggers in the Realms". Magical and poisonous daggers in the Realms, written by Karpath on Lotesse 13, 3018. ____________________________________________________________ / _\ \ | \ | | \_/_. This list is a compilation of scrolls already . | existing in the library made by Bala Er, Saura Er, | . Louie and the former member known Nomm, and . | a survey done by me and Apprentice Trennagin. | . . | List of magical and poisonous daggers in the Realms. | . . | The tanto: | . Wielded by Benton, located behind great metal doors . | a ways north and west of the cornerstone in Terel. | . The key is in a hut closeby, down in the cellar and . | search the dark room. This is one of the best daggers | . in the game. The ones with evil hearts inflicts more . | pain upon the enemy. | . . | Vicious midnight-black peace maker: | . Wielded by Alexander, the marshall in new Gont. . | He uses an incredibly devastating backhand which he | . can use quite often, several times in combat some . | say, Unfortuneately, this weapon requires high knife | . skill to wield. . | | . Black dagger: . | Two of these are wielded by a pair of crimson wraiths | . in the mystic valley. This is second to the tanto in . | the Realms It is uncommon to see this dagger's hits to | . less than hurt rather bad even on huge creatures. . | In old times it was said that the wraiths could be | . disarmed, but powers that be changed this so that the . | daggers can only be obtained after the wraiths death. | . A key is needed to enter their chamber. It is obtained . | by giving the beggar outside of Elnoven a gold coin. | . . | Iridescent rainbow-hued feather: | . From the boat from the Bazaar in Sybarus: 3sw,2w,sw, . | 2s,w,5s,3ne,d,3sw,w,2n,w,ne,sneak north past winged | . wolf. Here can be found a feather which is a very good . | knife and weighs next to nothing. It also sheds light | . for one hour (recharging after armageddon for an . | additional hour). Killing the wolf can be troublesome | . as it makes you unwield your weapons with a gaze, but . | is not difficult for a prepared Mage. When he is slain,| . you may cut feather from corpse for an additional . | feather. | . . | Sineous cinquedea | | This long dagger is of marvelous craftsmenship. The | . thin steel blade extends straight out from the hilt, . | which is solid steel and crafted to look like two | . intertwining serpents. At the tip of the blade is a . | tiny notch leading into a hollow center in the blade. | . A tiny emerald eye is set in the handle s serpent, . | and it gleams with a strange blue glow. The dagger is | . equipped with a quite unique poison causing loss of . | health as well as a horrible feeling of fear causing | . its victim flee without thought of where, or from what,. | he is running. The loss of health is quite substantial | . and the poison has a long duration making it one of . | the most dangerous poisons in the realms. The weapon | . is wielded by Jadestone Doll in the Bazaar of Sybarus. . | | . Blackened-steel dagger: . | The Blade of Draco, this weapon is of superior quality.| . Only one per reset of the Realms can be obtained. It . | is wielded by a draconian in a Inn in Flotsam. His | . magic does little to a well prepared Mage and thus he . | he is no match for the powers of the Dark Lord. | . . | Black double-bladed dagger: | . also called Carnage, wielded by the pseudo-mage in the . | lower aft room of the Sparkle-Flotsam ship. His curses | . the attacker with spell of his, I have yet to find the . | effects of the curse. | . . | Ebony-bladed dagger: | . Though non-magical, this weapon is worthy of mention . | on this list. It contains over a dozen lethal health | . poisons. It is wielded by the cold-blooded corsair in . | the mansion in the southwest of Ithillien. | . Not an opponent to engage without a definite edge. . | Three of these poisons will kill the hardiest warrior. | . . | Devil's stiletto: | . Its description lays claim to radiating evil magic, . | The power of this dagger is invoked when wielded by an | . evil user. It is wielded by devil's knights in the . | Legion of Doom outside of Calathin. Chewing seregon | . has proven almost eliminate the effect of their spells.. | | . Arcane Dagger: . | This ornate silvery dagger is inscribed with mystic | . symbols and strange rune characters. The pommel . -- More -- 100/136 -- ( t b r n a q x ! h ?) -- | takes the shape of a writhing serpent. This dagger | . can hold mystic poison. . | | . Long jagged/wicked/black, sharp short dagger . | This is a long jagged dagger made of steel, with keen | . edges and a hilt shaped to give a better grip. Along . | the edges you notice a strange runnel. You perceive a | . sheen of liquid in the runnels. These daggers have all . | poisons that will affect both your strength and health.| . The daggers have enough poison for three doses and . | each poison will last about thirty-five minutes. The | . poison will lower your strength quite substantially . | but will not drain much health at all. The daggers are | . held by a large variety of people where the Shades of . | Minas Tirith are the most known. | . . | Black-steel dagger | . This is a long, thick bladed dagger made from a black . | steel. The symbol of a great winged drake is engraved | . upon the weapon s grooved blade, in which you notice . | a clear liquid sits. This dagger carries five doses of | . a quite weak fatigue poison. The poison lasts about . | nine minutes. Some of the Corsair Captain s guards use | . these daggers to prevent attacks from escaping which . | they do very well. | . | . | Scribed in His service by Haidagwath. . | . / ________________________________________________________/_ / / \ | \_| \_/__________________________________________________________ > read defense_of_morgul You read the scroll titled "Protection of our City before the Great War". Protection of our City before the Great War, written by Caradhras on Narvinye 15, 3019. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | | | Defense of Minas Morgul | | | | by | | | | Caradhras Thulorod, Bala-Er | | | | | | As we look forward to the final battle with the West it | | becomes increasingly important that we protect what | | resources we have. Some of the most obvious of these | | include the soldiers and services of our very own city. | | Such as it is we have recently received a mandate from | | our Dark Lord that the happenings in the city must be | | watched more closely as we prepare for war. Therefore, | | the following rules have been drawn up for the benefit | | of the Society so that we may follow our Master's wishes | | more perfectly. | | | | | | 1. Killing in the city is punishable by death. | | | | This means that if we catch someone killing in the city | | we now have the blessing of our Master and the Nine to | | kill the wretch. However, as in all actions taken by us | | good judgement must be used. | | -If a nazgul is on notify them immediately. Otherwise | | notify the Daerkerdir. | | -Do not threaten to kill anyone. Threats are for the weak. | | -Do not attempt to kill anyone unless you are certain | | you can win. This may mean that you call for back-up | | from fellow mages or a nazgul to give you the edge you | | need to vanquish the foe. | | -Apprentices are never to attack an intruder unless they | | have been commanded to by a Full Mage. | | | | What must be understood here by the Society is that we | | reserve the right to kill anyone we find killing in Minas | | Morgul, but we are not so bold as to declare that anyone | | we find killing here will die. We do not have the numbers | | to enforce such a bold claim, and to do so will not | | further our Master's ultimate plan. Rather, we shall pick | | our battles in the city as it pleases us. | | | | 2. Use of the city is a privilege not a right. | | | | Disrespect from outsiders shall no longer be tolerated. | | Once again good judgement is called for here. Offenses | | shall be dealt with harshly up to and including death. | | See the above guidelines for how to act, and remember | | this is once again at our discretion. We will not kill | | every fool who dares to venture here, simply those that we | | wish to bother with. | | | | 3. Entry into the Tower of Black Sorcery is punishable | | by death. | | | | This is our guild and the embodiment of our lifeforce | | within these realms. Anyone daring to disgrace our home | | with their presence tempts fate. As before follow the | | above guidelines for engagement with the following | | additions: | | -No one shall be assaulted for performing quests within | | the tower. As of now this only involves speaking with the | | warden. You may guide them, or give the directions to | | him. | | -No one shall be assaulted for reading in the library. | | -No one shall be assaulted for selling herbs. | | Keep in mind that they have no business in other | | parts of the tower, and must show the utmost respect at | | all times. The names of individuals who have permission | | to buy herbs from the shops in the tower shall be made | | known to all as they occur. | | | | 4. The presence of good-aligned players and the hated | | race known as elves are not to be tolerated within | | any part of the city whether they be killing, exploring | | or using the inn. As before follow all above guidlines | | that do not contradict this rule. | | | | It is our Masters hope that adherence to the above | | guidelines will enable us to act as a unified force | | increasing our fear and power within the realms. None of | | the above shall be posted on any boards across the realms. | | If you have any friends or outsiders who question these | | commands simply tell them that killing or even entry | | into Minas Morgul is a perilous adventure for anyone. | | | | | | Council of the Nine, | -- More -- 100/109 -- ( t b r n a q x ! h ?) -- | As scribed by Bala-Er | | | | | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > read disciples You read the scroll titled "The Disciples of Dark Song". The Disciples of Dark Song, written by Astra on Narie 16, 3018. _________________________________________________________________ / \_______________________________________________________________\ | | | | | The Disciples of Dark Song | | | | by | | | | Astra. | | | | | | | | Prelude | | #-------# | | | | The Disciples of Dark Song are group of people who | | dwell in castle deep in the dark forest in the lands | | of Terel. They are traveling all over these Realms | | focusing on the darker aspects of channelling the power | | of Music. What follows is an analysis of the guild. | | | | Beliefs | | #-------# | | | | The Disciples of Dark Song are group of bards. Their | | lives and destinies revolve around music, around the | | darkness and power of the sounds made by voice or by | | instrument. Their castle has open doors for any | | traveler of these Realms, whose soul is Dark! | | | | Structure | | #---------# | | | | The Disciples of Dark Song have no mortal leader. | | Sirens created this guild and Sirens are the only | | leaders of Disciples. | | Their ranking sistem consist of a large number of the | | titles. Titles change accordingly to experience, that | | every bard gains. Titles do not hold any power of | | command but while bards are rising titles, they get new | | empty space in their songbook, so they can copy more | | songs (of power or other) in the book. In the beginning | | every member of the guild has space in the songbook | | only for 2 (from 4 possible) songs of power. | | The Disciples of Dark Song is a layman guild. They may | | use the power of Music for slaying as well as for | | healing, yet they are not true warriors and thus | | Disciples are seeking for occupational guilds which | | complement their abilities. | | | | Politics | | #--------# | | | | Since the Disciples of Dark Song do not have any mortal | | leader, they don't care about politics much with one | | exception. There is a peace treaty betwen | | Sirens and Muses (non-mortal leaders of Minstrels). | | This means that unless you have just cause, it is | | against the Sirens wishes to attack Minstrel Guild, its | | residents, or its members. Punishment will be severe. | | Untill such time as the Sirens decide to break the | | treaty, this rule will stand. | | | | Abilities | | #---------# | | | | The Disciples of Sark Song are skilful bards. They | | offer training in the following skills: | | | | read music...............................superior guru | | language..............................cofident veteran | | instrument repair........................superior guru | | playing..................................superior guru | | singing..................................superior guru | | | | Rising each of them up to superior guru costs about | | 290 platinum coins. | | - sing: the ability to sing well. | | - play instrument: the ability to play your instrument | | well. | | - tune/repair instrument: the ability to rapair a | | damaged instrument or tune | | one that has lost its pitch. | | - read music: the ability to read music, especially the | | complex and arcane notation used to scribe | | a Song of Power. | | - language: the ability to speak, read, and write both | | modern and ancient languages. | | The effectiviness of a Song of Power is influenced by | | many factors: singing skill, playing skill are among | | the most importent. | | The Disciples of Dark Song have four songs of power. | | screech - does damage to enemy. | | refresh - makes bard less tired. | | shroud - lower enemies dexterety. | | patch - healing song. | | | -- More -- 100/155 -- ( t b r n a q x ! h ?) -- | Guildhall | | #---------# | | | | First floor. Second floor. | | | | 1 a---------b | | | | \ / | | | 2 | c---d | | | | | | | | | | 6--7--3 | e---f | | | | | | | / \ | | | | 8 | g---------h | | | | | | 5-----4 | | | | 1 - Disciple board. | | 2 - Podium that holds tome which includes history of | | Disciples and information how to join and leave | | this guild. There is also exit up, that leads to | | second floor of the guild (d). | | 3 - Guild hall and also stairs that leads up to Vortex | | of Disciples. | | 4 - Pool. | | 5 - Sleeping Chamber. | | 6 - Post Office. | | 7 - Guild hall. | | 8 - Training room. | | d - Guild hall and there is also exit down that leads | | to the first floor (2). | | a - Chamber of Songs of Power. | | b - Chamber of Epic Composition. | | c - Guild halls. | | e - Guild halls. | | f - Guild halls. | | g - The Disciple Ballad Composition Chamber. | | h - Chamber of Mundane Composition. | | | | The training room only the room of the guild where | | non-members are not allowed enter. | | | | Analysis | | #--------# | | | | The Disciples of Dark Song is an interesting guild. | | Most of them are members of power fighter guilds. | | They would be very good assistance in war against West. | | If they dare to go with war against us, they will not | | appear a great danger, but will be defeated and know | | no mercy of Dark Lord! | | | | May this scroll please the Nine. | | Forever in Darkness! | | | _\ \ \/____________________________________________________________/ > read dragonarmies You read the scroll titled "The newly formed ranks of the Dragonarmies - A Treatise". The newly formed ranks of the Dragonarmies - A Treatise, written by Trennagin on Sulime 22, 3019. _____________________________________________________________ / \____________________________________________________________\ | | | | | From out of the nightmares and stories of the past | | came dragons, absent many years from the lands of | | Krynn. Awoken by the call of the dark goddess | | Takhisis, these great serpentine beasts began to | | gather together great armies of ogres, evil men, | | goblins and other fell creatures in an effort to | | conquer the continent of Ansalon and subjugate all | | the free people to their dark will... | | | | The Dragon Armies | | | | A Treatise on the Armies of the | | Queen of Darkness | | | | by Kamlhost | | | | | | Chapter 1: The Cataclysm | | | | And with the cataclysm, the lands of Ansalon were re- | | shaped. New mountains arose and fell, seas rushed in, | | famine and plague spread across the world, and the Gods | | themselves fled the destruction they had wrought. And so | | began the Age of Darkness. | | | | The years following the cataclysm were lost in shadows. | | Civilisations of might fell ruinous, governments crumbled, | | and the nations of Krynn were devastated... all heralding | | the return of Takhisis, the Queen of Darkness, from her | | exile in the Beyond. | | | | Chapter 2: The Age of Dragons | | | | To her, she summoned her children, the chromatic dragons, | | from their old slumber in the remote netherlands and their | | lairs in the vast depths. "Behold!" she exulted. "The | | civilisation of decadence and weakness has been destroyed, | | and the land reformed to my liking! Now is our time, where | | only the mighty and ruthless shall rule in my name, a time | | of glory that shall soon be fearfully remembered as the | | Age of Dragons!" | | | | And with that, the land shook for the first time in cen- | | turies with the jubilant baying of dragons. Many moments | | passed before the Queen of Dragons silenced them. "My | | children, to you I entrust the gathering of armies. Men | | and ogres shall once again rally to my banner as they did | | in the distant past. Support them, for they will spearhead | | the subjugation of this land under my dark shadow!" | | | | Chapter 3: The Philosophies of the Spectrum | | | | Without another word, her Dark Majesty withdrew, return- | | ing to her home in the Infernal Realms of the Abyss. And | | so the shrieking hosts of the Queen of Darkness dispersed, | | each seeking those of like nature to lead this army of | | dragons... | | | | The fiery red dragons sought out those who loved death and | | destruction, violence, and those who believed in the right | | of might. | | | | The fanatical blue dragons of the desert lands sought out | | the brave and passionate warriors, allies who would be as | | devoted to the Queen of Darkness as they were. | | | | The greens, blacks, and the whites sought out those who | | were cunning, ferocious, cruel, or those who simply lusted | | after the spoils that war brings. | | | | Chapter 4: Structure | | | | The Dragonarmies consider their ranks to be professional | | soldiers not unruly nomads or brigands. As such they | | adhere strictly to a chain of command... | | Rule One: Obey your superiors. They have power over your | | future within the army both through promotions as well as | | through demotions. | | | | Each army has its own chain of command. Thus an officer | | of one army holds no authority over a soldier in another | | army. The five armies are ruled as follows... | | | | Army - Commander | | ---- --------- | | Red - Dragon Highlord Ariakas | | Blue - Dark Lady Kitiara | | Black - Salah-Kahn | | Green - Lucien of the Draconians | | White - Feal-Thas, dark elf | | | | The ranks are divided into four categories: Recruits, | -- More -- 100/254 -- ( t b r n a q x ! h ?) -- | Soldiers, Officers, and High Officers. | | | | -Recruits are the bottom rung, the rank assigned to those | | recently pressed into service. They may rise of their own | | accord and prowess to the next rank. | | | | -Soldiers form the core of the armies. They are the proven | | troops no longer green to battle. They may command those | | beneath them. | | | | -Officers are the army elite chosen from the most devoted | | and experienced of soldiers. It is they who carry out the | | commands and directives of the High Officers. | | | | -The High Officers, select strongest and most cunning of | | all soldiers, rule supreme as council of generals. They | | take orders from no one save the Army Commander himself. | | Additionally, it is they who dish out rank (or strip it) | | as they see fit. | | | | Chapter 5: Politics | | | | Infighting within an army is not tolerated and such is | | typically punished ruthlessly by the Highlord's officers. | | | | Fighting between the five armies, considered by Takhisis | | to weed out weaklings leaving only the strong and cunning | | to serve her, is however permitted. To emphasize this, she | | has offered the mortal rulership of Krynn to the army that | | proves itself to be the most powerful of her armies. Thus | | there is a deadly competition between the five to prove | | themselves supreme with one only helping another if there | | is gain in it for them. | | | | Soldiers are not to attack or raid, as they put it "other | | sentient groups" without the explicit orders of a high- | | ranking officer. Doing so breaks the chain of command, and | | may bring ruin to the plans of ones superiors. It may also | | bring suspicion down upon the soldier, who may be thought | | of as doing contract work outside of the army, or worse, | | seen as an infiltrator from another of the dragonarmies. | | It is said those caught doing so are handed over to the | | High Inquisitors of Takhisis' Priesthood and rarely heard | | from again. Thus soldiers engaging in such activities are | | encouraged not to be caught. | | | | The Dragonarmies consider their members untouchable. They | | are quoted thusly: Those individulals or groups who do | | attack a soldier of the dragonarmies are free game. Once | | reported, the collective armies may hunt this person or | | persons down until slain. The dragonarmies will brook no | | interference from outsiders in reaching their goals. | | | | | | Chapter 6: Abilities | | | | Members of the dragonarmies are taught skill to a degree | | dependent upon their rank and which army they've joined... | | | | The Blue Dragonarmy - Skills & Specials | | Sword.....................................superior guru* | | Defence................................confident veteran | | Parry..................................confident veteran | | Two handed combat......................confident veteran | | Animal handling....................superior professional | | Slash.....................................superior guru* | | | | (*Recruit-conf. master, Soldier-sup. master, Officer-conf. | | guru, High-Officer-sup. guru) | | | | Slash is the offensive special attack of the Blue army. | | It requires a sword to perform. | | | | Officers are reported to gain the ability of the Dragon | | Summons whereby they may fly a dragon as mount or use it | | for the special Dragon Flyby. The special abilities of the | | dragons are known to heavily drain the mind. | | | | The Red Dragonarmy - Skills & Specials | | Polearm...................................superior guru* | | Defence.................................confident master | | Parry..................................confident veteran | | Appraise enemy........................superior craftsman | | Awareness.............................superior craftsman | | Animal handling....................superior professional | | Impale....................................superior guru* | | | | (*Recruit-conf. master, Soldier-sup. master, Officer-conf. | | guru, High-Officer-sup. guru) | | | | Impale is both an offensive and defensive special attack. | | Used offensively it performs as a normal special. When a | | soldier is prepared and attacked, however, he may brace | | himself and set his polearm impaling his attacker for more | | damage than an offensive impale. | | | | Officers gain the ability of the Dragon Summons for the | | purpose of a mount. None but Red army High Officers are | | able to use the Dragon Summons for the Dragon Flyby. | | | -- More -- 200/254 -- ( t b r n a q x ! h ?) -- | Dragonarmy soldiers are taxed 14% for their abilities to | | be increased as they progress in rank and skill. | | | | Chapter 7: Guildhall | | | | Red: Blue: | | 1 - o 3 o 4 | | / \ | / | | | 2 o 5 o | | | | / | | Key: o - 6 | | 1. Start room | | | 2. Gear rack - o - o - | | 3. Training \ | | | 4. Start room o | | 5. Gear rack | \ | | 6. Bakaris and join room o 7 | | 7. Guild board | | | | The army camps shown are guarded by hoards of powerful | | draconians who let not pass any soul while they remain in | | the room. It should be noted these are maps of camps which | | are rumoured to be subject to change once full recruitment | | begins. The armies are currently camped in Sanction. | | | | Chapter 8: Analysis | | | | There is great potential within the five armies for use | | as unwitting tools to His glorious ends. Though each army | | will attempt to use the Society for leverage against each | | other, their eagerness to excel above the other four will | | blind them, keep them distracted from realizing it is they | | who have been pawns to the Tower all the while. | | | | The fanatical blue soldiers will be most resistant. They | | are the least concerned with personal fortune. The violent | | red soldiers will care not but for opportunities to crush | | and destroy while the black, green, and whites occupy them | | selves with loot oblivious that they ravage in His name... | | Takhisis' plans will serve naught but the Tower, her work | | deviated. The coming of the dragonarmies will split the | | alliance on many fronts weakening them and blinding them | | while we move ever onward... closer to their end and His | | glorious triumph! | | | | | | To the Glory of the Tower! | | | | -Kamlhost | | Assisted by Gorathir | | on a mapping mission | _\ \ \/____________________________________________________________/ > read drakmere You read the scroll titled "Map of the holy city of Drakmere". Map of the holy city of Drakmere, written by Toby on Ringare 15, 3018. ____________________________________________________ /'\ \ . \/___________________________________________________/ | | . . | The Holy city of Drakmere. | . . | The city can be reached after a long walk | . through the dark forrest of Raumdor. . | The forrest is full of undead creatures. | . They do us no harm but destroys leftovers, . | liquor and food. Remember to close your sack | . when walking through the forrest this will . | save you work getting rid of rotting things. | . The city itself is amaizing in the way . | that everone is holy. | . What good can it bring us? As I see it they . | are convinced to their belief and will not | . take heed and come over to the right side. . | So the purpose of this town must be: | . a playground for us of true nature. . | | . . | | . . | o---o---o---o---o---o---o---o---o---o | . | | | | | | | | | | . | | H H H | H H H H | | . o o o . | | | | | . o H--o--H H--o . | | | | | . o H--o--H H--o . | | | | | . G o Po o Sb o . | | | | \ / | \ / | | | . read drinking You read the scroll titled "Effects of Drinking upon Mana Recovery". Effects of Drinking upon Mana Recovery, written by Kefka on Ringare 25, __________________________________________________________________ /\ \ / \ \ \/ | | | The Effects of Drinking upon Mana Recovery | | | | Following is the research performed by me in the service of | | the Society and Our Lord. It concerns the effects of drinking | | and the rate at which Mana (crucial to the casting of our | | spells) is replenished. Many details herein may seem | | frivolous, but they are listed for completeness and so that | | my work may be verifed and retested should the need arise. | | | | Step 1) Cast palanquendo until the spell can be cast no | | longer. | | Step 2) Make an account of the amount of time which passes | | between improvements in Mana. | | Step 3) Once Mana has been fully restored proceed to a | | non-alcholic source of water. *1 | | Step 4) Drink until you can drink no longer. | | Step 5) Repeat steps 1 and 2. | | Step 6) To avoid randomness conduct steps 1 to 5 several | | times. Ensuruing that levels of food, damage, etc. remain | | constant. | | | | *1 In my case, I used to seperate sources of water several | | times. One is a city called Neraka controlled by a minor evil | | power called Takhisis. My other source, is a pool of fresh | | water located in Northern Ithilien. | | | | In everycase, the time to recover a level of mana was | | constant. There was clearly no dependence upon level of | | thirst in any way. | | | | May this knowledge aid the Society! | | | | Kefka, servant of the Eye | \ ______________________________________________________________|__ \/________________________________________________________________/ > read dunedain You read the scroll titled "A treatise on the Dunedain racial guild". A treatise on the Dunedain racial guild, written by Janice on November 7, 3018. _____________________________________________________________ / \____________________________________________________________\ | | | | | | | The Dunedain Racial Guild | | | | scribed by | | | | Janice of Agarwaen, Apprentice | | | | on Cermie 16, 3018 TA | | | | | | -= May this scroll be of benefit to the Society, =- | | -= and please the Nine, and my Master, Herukemi =- | | | | | | Prelude | | ======= | | | | The Dunedain are a racial group of humans claiming | | heritage from Gondor of old. Based in the port city of | | Pelargir, they value knowledge and lore above all else. | | Members of the twelve Houses of the Dunedain have a | | developed history, both of their own, and of their | | respective Houses. What follows is an analysis of the | | guild. | | | | Beliefs | | ======= | | | | The Dunedain believe in two things: their House, and | | knowledge of the lands, history, and lore. They each | | follow their Lord or Lady, whose word is law within their | | House. Those that do not believe in following the leader | | of their House must renounce their heritage. Knowing who | | you are and the history of your House, along with an | | adept knowledge of the lore of Gondor are key to the | | Dunedain. | | | | Structure | | ========= | | | | To join one of the twelve Houses of the Dunedain, after | | contacting members of the House, and the Lord or Lady for | | Houses that have one, applicants must prove their heritage| | to the satisfaction of the Lord or Lady. For those Houses | | without a Lord or Lady, any member of the House can | | induct them. | | | | To advance in the Dunedain, a member must have a | | combination of experience and knowledge. When sufficiently| | experienced to advance, they must go to the Chamber of | | Knowledge in the guild, where they are asked a question | | needing a knowledge of Gondorian lore to answer. If | | answered correctly, the Dunadan advances in the status of | | the guild, and thereby their House. One who has gained | | enough status can advance to the Lord or Lady of their | | House. Lords and Ladies may expel a member of their House | | if necessary, and are also the ones that must induct | | applicants into their House, as the oath of fealty is to | | them as the current Lord or Lady of the House. Most often | | the Lords or Ladies consult with the other members of | | their House before inducting an applicant. They also have | | the option to release a dunadan from their oath of fealty | | in order for the member to join a different House. If the | | Lord or Lady dies, resigns the position, or is too | | inactive and another member gains sufficient status, they | | will lose rank and vacate the position. Status also | | determines the level of training available within the | | guild. Levels of status are not shown by any title or | | observable feature, except those that are head of a House.| | | | The tax for the Dunedain is 4%, and goes toward the | | benefits of their Library, Armoury Shop, Training Hall, | | and Post Office, along with the ability to speak Adunaic. | | | | Politics | | ======== | | | | Members must follow the Lord or Lady of their House, and | | upon joining, they swear an oath of fealty to them. Most | | often, the Lord or Lady includes an oath of fealty to | | Gondor, though this can be later renounced depending on | | how strict the heads of the House are with their members. | | For the most part, even though there is a kinship between | | members of different Houses, it is those within one's | | House that are (or can be) close companions. Some Houses | | are also more strongly affiliated with other Houses. For | | example, House Agarwaen has strong ties with House Umarth,| | but not particularly with House Amandil. The Lord or Lady | | of a House's word is law, and that is the most important | | rule of the Dunedain. | | | -- More -- 100/205 -- ( t b r n a q x ! h ?) -- | With the move of the guild home from Minas Tirith to the | | port city of Pelargir it has become more obvious, but one | | of the most common misconceptions about the Dunedain is | | that they are solely a goodly guild, serving only Gondor. | | More and more, those either of the East or those favoring | | the East reclaim their heritage in the Dunedain. | | | | Abilities | | ========= | | | | As historical descendants and members of Dunedain Houses, | | members are trained in a combination of skills. Skill | | with an axe is the traditional weapon trained, while good | | herbalism and some magic skills are learned too. The | | Dunedain also train general skills to better prepare | | members for travel in the world, with trading skill being | | the most notable. Dunedain are also able to speak in the | | Numenorean language of Adunaic, and can sing the foul | | lies of the West of the 'glory' of their traitorous Valar.| | | | It should also be noted that members of the guild are not | | able to immediately maximize their skills, but rather | | must advance in status to train higher levels in skills. | | | | Combat Skills | | ------------- | | axe..................................superior journeyman | | unarmed combat...........................superior layman | | defence.................................superior amateur | | | | Magic Related Skills | | -------------------- | | herbalism............................superior journeyman | | alchemy.................................superior amateur | | spellcraft...........................superior journeyman | | life spells.............................superior amateur | | | | General Skills | | -------------- | | trading..............................superior journeyman | | awareness............................superior journeyman | | appraise enemy...........................superior layman | | swim.................................superior journeyman | | climb................................superior journeyman | | language.............................superior journeyman | | | | Guildhall | | ========= | | | | K---H | | Q | | | | | | | M---L---x | | | | | B---Z--exit to Pelargir | | | | | A---x | | | | | S---x---x | | | | | | P T | | | | K - Chamber of Knowledge (Advancement) | | H - Chamber of Houses (Member Info and Joining) | | L - Public Library | | M - Members' Library | | Q - Lords' & Ladies' of the Houses Room | | B - Dunedain Bulletin Board | | Z - Assembly Hall | | A - Armoury Shop (better prices) | | D - Dunedain Dormitory (Start Location) | | P - Post Office | | T - Training & Meditation Room | | | | The Dunedain Guildhall has a straightforward layout | | with notable amenities such as a start location, post | | office, training, and an armoury shop. Not only are | | there services for battle provided, but services for | | knowledge, such as the library, as well. | | | | Analysis | | ======== | | | | The Dunedain are a powerful group. They possess the one | | thing that most others lack: knowledge. Knowledge is a | | form of power, and they are smart to seek it out as they | | do. They are not a threat as a group, as they only | | represent individuals that have their heritage in the | | lands of Gondor and pay homage to their traditions. On | | the other hand, by subverting either a majority of a | | House or the Lord or Lady of a House, the Society could | | gain potential allies of people whose occupations range | | all over Genesis. Most of the Dunedain also are of a | | benevolent intent. While that is quite unfortunate for | | them to stand against Us, it also means that those who | | serve the East, and serve Him, shall potentially gain the | | trust of our enemies far easier, due to their very | | association with the Dunedain. Let the fools lower their | | guard against His servants, for it will be a fatal | | mistake they shall not live to regret. | -- More -- 200/205 -- ( t b r n a q x ! h ?) -- | | | | _\ \ \/____________________________________________________________/ > read eldoral You read the scroll titled "Geography of the Isle of Eldoral". Geography of the Isle of Eldoral, written by Nomm on Cermie 18, 3018. ____________________________________________________ /_\ \ //_\| | |\_/____-____--______|\________-____/|_____-___--_____/ \ \ | | | T H E E L D O R A L I S L E | | | | The Eldoral isle, is in the lands of Calia. You | | need to travel east from the roundabout, over | | the mountain, and some east and the go north and | | northwest, until you can go up. After you have | | gone up, you go some north again, until you arrive | | to a waterfall. There you need to climb up on a | | boulder, and then enter the waterfall. After that | | you need to climb up a couple of times. And it is | | here my map begins. | | | | *-2-* 1: This is where you are when you have | | | | | climbed up a couple of times. | | *-*-* | | | | | 2: Here, if you do it the correct way a | | *-*-* boat will arrive to take you to the | | \|/ isle of Eldoral. | | * | | /|\ 3: Here, a secret passage to the isle | | * * *-3 is. To use it however, you need to | | \|/ have been on the isle atleast once. | | * | | / | | *-* | | \ | | * | | / | | * | | | | | * | | \ | | * | | / | | * | | | | | 1 | | | | THE ISLE OF ELDORAL | | | | *-*-* *-* | | | | | | |\ | | *-*-*-*-* *-*-* | | | | | | | | | | *-*-*-*-*-*-* | | | | | |\ | | * *-*-*-* | | | | | | | | | 5 *-*-*-* | | 1: Here you arrive with | | | | | | the boat. * 3 *-* | | 2: In (secret passage) | |/ | | 3: Building *-*-* | | 4: Boulder | | |\ | | 5: Castle Chimera - map 1 *-*-*-* | | | | | | * * | | | | | | * *-*-*-* | | | | | |/ | | *-* *-*-* | | | | |\ | | *-*-* 5 * *-* | | | | | | | | | | | *-*-* * * *-* | | | | | | | |/ | | *-*-*-*-*-*-*-* *-*-4-*-*-* | | | | | | | | | | | | | | |/ | | *-*-*-*-*-*-*-*-* *-*-*-2-*-* | | \| | | | | | | | | | |/ | | *-*-*-* *-*-*-* 3 *-*-* | | \| | | | | | | | |/ | | *-*-*-*-*-*-*-* * *-* | | \| | | | | | | |/ | | *-*-*-*-*-*-*-*-* | | \| | | | | | |/ | | *-*-*-1-*-*-* | | | | CASTLE CHIMERA - MAP 1 | | | | OUT | | | | | * | | | | | *-*-* *-*-*-* | | | *-*-*-*-* |X|X| | | * | | | *-O-* | | | * * *-* |X|X| | | | | | 9-*-* | | * *-* 4 *-* | | | | | | | *-*-* | -- More -- 100/207 -- ( t b r n a q x ! h ?) -- | *-*-*---3-7 2 | | | | | | | 8 * | | *-* 5 | | | | -6 | | *-*-* | | |X|X| | | *-O-* * | | |X|X| | | | *-*-1-* | | | | | * | | | | | OUT | | | | 1: Leads up to 6 on Castle Chimera - map 2 | | 2: Large double doors, leading south | | 3: Pedestal with a sword on | | 4: Gate leading north | | 5: Gate leading south | | 6: Large double doors, leading west | | 7: Leads up to 4 on Castle Chimera - map 2 | | 8: Leads up to 5 on Castle Chimera - map 2 | | 9: Leads up to 1 on Castle Chimera - map 2 | | O: Obelisks | | | | CASTLE CHIMERA - MAP 2 | | | | * 1: Leads down to 9 on Castle | | | Chimera - map 1 | | * 2: Leads down to a collapsed stair| | | and up to 6 on Castle Chimera | | * 3 *-*-1 map 3 | | | | | 3: Leads up to 4 on Castle | | * * * * Chimera - map 3 | | | | | | 4: Down to 7 on Castle Chimera map| | 4-*-*-*-5 1 and up to 1 on Castle Chimera| | | | map 3 | | *-* * * 5: Down to 8 on Castle Chimera | | | | | map 1 | | * *-*-*-* 2 6: Down to 1 on Castle Chimera | | | | | map 1 | | 6 * * | | | | | | | *-*-*-*-* | | | | CASTLE CHIMERA - MAP 3 | | | | 5 1: Down to 4, Castle Chimera map 2| | | 2: Pool | | * 3: Old withered human, who are in | | | need of assistance | | 4 4: Down to 3, Castle Chimera map 2| | 5: Remains of Tower, interesting | | hole | | 6: Down to 2, Castle Chimera map 2| | 3-2-1 | | * | | | | | 6 | | | | | | THE SECRET PASSAGE | | | | OUT | | | | | 1 1: Here you end up if you go in in | | \ the room marked 2 on the Isle of | | * Eldoral map | | / 2: This room, is marked as 3 on the | | * the first map | | | | | * | | \ | | * | | \ | | * | | / | | * | | | | | * | | | | | * | | / | | * | | | | | * | | / | | * | | | | | 2 (OUT) | | | | This was the Isle of Eldoral. There are hidden | | places, who is not on this map. But since they are | | parts of quests, I cannot reveal those here. | | | | In Service of Mordor | | Nomm, Master Sorcerer of Morgul | | | / / /_____ ______ _______ _______ ______ _____ _______/ -- More -- 200/207 -- ( t b r n a q x ! h ?) -- |/ \ - \| -- - |/ - \ \\_| | \/__________________________________________________/ > read elementalists You read the scroll titled "Information about the Elementals and their worshippers.". Information about the Elementals and their worshippers., written by Kunitoki on January 26, 3018. ______________________________________________________________ / \ \ |\_/___-_______-______/|________--___|\_____-______-______/\____/ | | | | | The Elementalists | | | | by | | | | Gorathir | | | | | | | | Prelude | | #-------# | | | | The Elementalists are a group of worshippers of the | | four so-called elemental Gods. Their temple can be found | | hidden somewhere near the beach of Calia. | | They are somewhat structured and can be viewed as a small | | happy family. | | | | Beliefs | | #-------# | | | | The Elementalists are a clerical circle, with the common | | task to worship those elementals they think created | | the world of our Almighty Lord. | | | | The Elementals are as follows : | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | *Lord Diabrecho, Elemental of Water, Lord of the Sea. | | *Lord Pyros, Elemental of Fire, Lord of Flame. | | *Lady Aeria, Elemental of Air, Ruler of the Skies. | | *Lady Gu, Elemental of Earth, Ruler of the Lands. | | | | - A new elemental has ascended from the | | void. Much is unknown about Psuchae other | | than it is the ruler of the spirit and shadows. | | | | *Psuchae, Elemental of Spirit, Ruler of the Shadows. | | | | | | | | Structure | | #---------# | | | | | | The circle-council consists of five members: each of the | | Elemental's devotee, and one Grandmaster. | | | | Focus of the Elements - The circle's Grandmaster. | | | | Devotee of Lord Pyros \ | | Devotee of Lady Gu \__ Council-members. | | Devotee of Lord Diabrecho / | | Devotee of Lady Aeria / | | | | To join the circle, one must find the secret temple, | | mail an application to the council, and have created | | the sacred Elemental tools. | | | | The four Elemental Tools are the Fire Wand, | | Water Chalice, Air Dagger, and the Earth Pentacle. | | | | Each Elemental tool represents a link to a certain | | Elemental and it's power. Each member will carve three | | words into each Tool. The first shall be the God or | | Goddess of the element, which will enchant the Tool with | | the power of the element. | | The second will be the name of the member, which will | | transfer the energies of the element into the member. | | The third will be a Word of Power (a different one for | | each Tool), which will activate the Tool with the powers | | of that element. | | The Words of Power can only be carved when each member | | is ready. They will receive a vision when they have | | reached enlightenment and are ready to carve these | | Words onto the Tools. | | | | If the applicant is accepted by the council, he/she | | must choose which of the elementals he/she | | wish to worship and follow, before praying at the | | altar and entering the circle. | | | | All members must honour and respect all | | other members of the clerical circle, no matter their | | race or alignment. | | | | Bloodshed inside the Elemental Temple is strictly | | forbidden, and no member must ever take the life of | | another, as the punishment will either to be expelled or | | killed. | | | | To those who leave the circle, a harsh punishment awaits | | and the door to enter the circle again is closed | -- More -- 100/212 -- ( t b r n a q x ! h ?) -- | permanently. | | | | The worshippers has no racial restrictions, nor any | | alignment restrictions. | | This guild is a layman-guild with the tax of thirteen | | percent. | | | | Politics | | #--------# | | | | Organised by ranking structure and few, but demanding | | rules, the circle is somewhat established. | | The circle consist mostly of Calians and Rangers, which | | renders them somewhat a part of the Alliance unofficially.| | | | Abilities | | #---------# | | | | :Their skills are as follows: | | --------------------------- | | | | herbalism superior journeyman | | language confident professional | | spellcraft superior journeyman | | awareness confident veteran | | divination spells superior journeyman | | polearm superior journeyman | | defence confident journeyman | | | | water spells confident acolyte | | air spells superior layman | | earth spells superior acolyte | | fire spells confident acolyte | | | | | | - Their gifts given by the Elementals are counted to | | nine, nothing more nor less. | | They are gained in a slow rate as they increase in rank. | | | | | | Guildhall | | #---------# | | | | | | | | L-E-F | | | | | A | | / \ | | P-X-R | | | | | C | | | | | D | | | | L: Library P: Public post-office | | E: Entrance R: Robe-room and BBoard. | | F: Forge X: Sleeping-Chamber | | A: Altar Chamber D: Droproom and Shrine entrance. | | C: Focus chamber | | | | | | H O L Y S H R I N E | | | | 1: Chamber of Psuchae 8: Chamber of Lady Gu. | | 2: Chamber of Lord Diabrecho 9: Shrine common room | | 3: Post office X: Holy Shrine entrance | | 4: Chamber of Lord Pyros W: The Walker's councilroom | | 5: shop E: The Elem.'s councilroom | | 6: store-room (no-access) | | 7: Chamber of Lady Aeria | | | | | | LV2 LV1 LV0 | | | | 7 1 2 | | \|/ | | W-9-E 6#-5-9-X 9 <--- = stairway up, | | /|\ and bank. | | 8 3 4 | | | | | | Analysis | | #---------# | | | | The worshippers are mostly a part of the Alliance because | | the overhelming numbers of Calians and Rangers within | | the guild. | | | | The gifts they receive from the Elementals are only | | simple tools, and the total power compared against | | the Black Almighty One is rather non-existant. | | | | Those helpless fools are no threat to us, the Society nor | | Him. | | | -- More -- 200/212 -- ( t b r n a q x ! h ?) -- | | | | | May this information add to the Society's knowledge, and | | please the Nine. | | | | Hail Melkor! | | | | | | ___ ____ ________ _________________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/_____________________________________________________________/ > read emerald You read the scroll titled "Emerald and surrounding cities". Emerald and surrounding cities, written by Eleron on Hisime 1, 3018. ------------------------------------------------------------------ | | \ Emerald, Telberin / / and some surrounding areas \ | | | Hail in the name of Melkor! | | | > < | The entire area is underpopulated for its size. Map I \ | shows the port district which has an inn suitible for | > housing officers of our armies and a forest area that | | would provide a good camping area for our troops. These \ | facts, along with the numerous ships that dock at this | \ location and the lack of military support make this a | / good staging area. < | | | Map II shows the areas in between Emerald and the city of | | Telberin. Some guards and paladins protect the city of / / Telberin but there numbers are very small making them only | | a minor concern. Telberin MAP III provides the necessities \ \ of an army - banks so moneys can be sent to the units, | | Postal areas for communications, shops for storing equipment, | / bars for relaxation, inns for food, and even a place our \ | troops can train valuable skills. The town has but 2 | | working entrances making it higly defenesible once taken. | \ | | Map IV shows a strange forested area with lots of paths | | that are impossible to pass but in one direction. The only / / interesting point of this forest is the numerous trees which | | can be climbed. Unfortunately these trees do not provide a | \ view of the surrouding areas and would not make good areas | | for lookouts. The forest does have paths leading to a closed \ | down temple and a small village shown in Map V. | | / / The small village depicted in MAP V is apparently the | | place where most of the poeople of the region live. While | | densely populated with houses this regions streets ara as < \ empty as all the rest. The castle here is empty as well | / and provides only a couple of interesting rooms. < | | | The caves shown in MAP VI are probably the most | | interesting portion of the region. The caves are well | \ populated with ogres and a few kobolds which might be / / suitible for our use. The group is currently disorganized | | but would most likely be able to take control of the entire | > area if properly commanded. I would recommend a small | | group of heradim to serve as leaders of bands of ogres < | and would expect them to be able to prepare the entire | | region for our use in a matter of days. | \ / | These caves also hold the areas of the goblin grunts | | guild which is buried deep underground making it an ideal | / point from which to take the region. This area also | | has the essential facilities needed for this purpose. | | Sadly none of the wooded areas apprear fertile enough | | to grow herbs at this time. | | | |----------------------------------------------------------------| | | | MAP I - Southern Emerald | | To MAP II / \ | | | S * \ | | / | / *-*-*-*-* | | | | | | | * * 4 *-Inn | > / \ see Map V | | | / | * * G * 3 *-*-* / | / \ | | | | | | * *-*-*-*-*-*-*-*-*-*-*-* 1-2 *-*-*-M | \ / | | | | | | W-* * * * F | / / | | | \ | W see Map IV *-*-O *-* \ | | | | | | W *-* *-* | | | |\ | | | > Labels *-*-T C N | | ------ | | |\ | | 1 Boat to Rhun *-*-*-* < | 2 Boat to Faerie | | | | | | 3 Boat to Sparkle *-*-*-* | | 4 Boat to Calathin | | | |\ | > X Begining of confusing path *-*-*-*-* | | O Old man | | | | | < | C Church *-*-*-*-* | | M Mine entrance | | | | |\ | | F Flood waters *-*-*-*-*-* < | S Saw Mill | |\ | > G Down through ashes to goblin guild *-*-T | | W Stream | | N Confusing graveyard | | T Trees that are large enough to enter | |----------------------------------------------------------------| | | | MAP II Northern Areas - between Emerald and Telberin | | | -- More -- 100/287 -- ( t b r n a q x ! h ?) -- > D *-TG < | | / | | *-* J * *-R See Map III | \ | | / | |/ For | / L-K-*-*-* *-* * Telberin | | | | \| / / | | *-* *-* * * | | \ \ / / | *-*-*-*-*-* * V-* / | |\ / \ / \ / \ \ * * * *-*-* *-* TG \ | |\ / / | | | | | * * *-* *-* * | \ / \| \ / | | * * * *-*-* | / \ \ / | | / *-* * *-*-* h-h | | B - Bee keeper | \ \| \| / | h - hive * *-* * B | | K - Priest / | | J - Pool * \ | D - Cleric | | | R - Royal Griffon * | | V - Caves | | | P - Small path *-*-*-*-T | | T - Trackers in this area | | | | | | L - Altar *-*-* * | | TG - Gates to Telberin | \ | < | *-*-* * P | | | < > * | | | | | TO MAP I | | | |----------------------------------------------------------------| | | | MAP III Telberin Z | | / | | LS *-* A - Royal Board | | |/| |\ V - Advance guild | > S2 * *-* * G - City Gates (MAP II) | | \ / /| \ \ Q - Small Houses | \ V S *-* C *-* L - Library < / | \ /|/ \|\ P - Pubs | | P-C-*-* * * *-B C - Board and common | | | | | | | S - Armory shop | | L G-*-* *-* S2 - Shop (everything) | | | | | | LS - Leather Shop(not yet)| \ *-* *-*-Q B - Bank | / |\ \ / /|\ H - Large House | | PO * * * *M* Q F - Fireplace / | Up From H \|\ /|/ |\ M - Recover lost object \ | * F * *-* * Q P here (entrance is | | \ /| / \| |/ east of main path) | | *-* *-H-*-* *-A Z - Quartz Hall | | | | > G / | | |---------------------------------------------------------------| | | | MAP IV | | | \ Forest area drawn large to show | / numerous one-way paths < | | | | | * T - Temple areas (closed) / > | J - Lumberjack | | | R - Ranger loads here | | | \ \ *-*-*-*-T-T | | | | / | | | | | | *<--*<--J---*---* / \ | ^ | | | \ / | | | | | / | | | v v | \ \ *<--*-->*-->R---*---*<--* | / | ^ | | | / | | | | | | / \ v | v v | \ / *-->*<--* * * * \ | ^ | | | | | | | | | | | | > | v | v | < | *<--*<--* *---*---* | | | | \ * | \ | | / * | / | / | Gate | | Map V \ | | |---------------------------------------------------------------| | | | Map V | | Small Village area: | | | -- More -- 200/287 -- ( t b r n a q x ! h ?) -- \ Gate / | | S - store \ | | B - 2 room bank | / H H H | H S H P - PO | | *-*-*-*-*-*-* I - Inn < | H H H | H H H C - Bar | | | A - Armourer / \ H H H | H H H S - Blacksmit \ \ *-*-*-*-*-*-* H - Houses | / H H B | H P I W - water entry / / | M - Moat | | C H H | H H H \ \ *-*-*-*-*-*-* | / H H H | H A S | | | | | | < > *-* | > | | Castle Interior / | M--M--M--M First floor \ | | | | U1 U1 - Up twice is dead end \ | M Castle M | K - kitchen \ \ | | *-K U/D - Up once to mirror passage | | M M | twice to dead end / / | W | U/D Down to lower level | | M--M--M--M | | | | | | Castle Interior Castle Interior | | Lower Level Upper Level < | \ \ C Enter mirror to get to passage | / | / | C-*-C C - cells B B - Bedroom | \ | U - Up to first | M - Mirror | / * floor * / | | W - water entry | | | * from moat M \ | | (baby crocs) | > * U | | | | / > *-* \ | | | | W < | | |---------------------------------------------------------------| | | | Map VI : Caves | | | > Caves Caves | | Ground level Lower level 1 | | | | *-d2 A - ashes (down is hidden d3 / | | entrance to grunts) | / > d1 *-*-* d - Stairs down * \ | | | #s used to match stairs | \ | *-*-*-*-* * on other maps * | | | | \ < \ *-A-* *-L | \ | | / * / / / / | *-* | | / \ | \ *-* u2-* | / | \ | u1-* \ | | | | > Caves Caves | | Lower Level 2 Lower Level 3 | | Grunt guild Grunt areas | | | | m m - meditation room bk-pb pb - pub < \ | b - board room | po - mail | \ b-ud1-l l - library (empty) h-u3-po h - hall | / | a - down 2 from ashes bk - bank / / * ud1 - up to d3 \ | / or down to u3 | \ * | / / / | * | | / \ | a Written in service by \ | Eleron \ \ \ /\ | | \ /________________________________________________________________/ > read faces_a You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 7, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | (No description) Hum M Elroy | | (No description) Dwa M Mathrim | | | | Adolescent animated Hum F Mouse (Wizard) | | Ancient Gob M Songoku (Deleted) | | Ancient Hob M Calvin | | Ancient calm Dwa M Mascio | | Ancient calm Hum M Lothos | | Ancient calm Hum M Weiss | | Ancient dark-haired Hum M Jarod | | Ancient dark-skinned Elf M Digit | | Ancient depressed Gob F Monika | | Ancient energetic Elf M Yorh | | Ancient gray-eyed Gno M Sheliak | | Ancient long-haired Elf M Triss | | Ancient meddlesome Hum M Krewl | | Ancient menacing Dwa M Chuck | | Ancient nervous Gno F Spader | | Ancient pale Hum M Avogadro | | Ancient purple-bearded Dwa M Fido | | Ancient slender Hum M Nogard | | Ancient stout Gob M Sarom | | Ancient unholy Elf M Ladindell | | Ancient white Gob M Vgi | | Ancient white-haired Hob M Dragoon | | Ancient white-haired Hum M Morant | | Angry angry Gob M Raffe (Dead) | | Angry big Gob M Manowar | | Angry black Gob F Archidea (Deleted) | | Angry black-eyed Gob M Delacroix | | Angry dark-skinned Hum F Crystania | | Angry furry Gob M Thalamus | | Angry hunchbacked Gob M Quasigobo | | Angry massive Dwa M Azmodeus | | Angry menacing Gob M Funky | | Angry muscular Hum M Metrx | | Angry muscular Hum M Osoda | | Angry one-eyed Gob M Marlot | | Animated bouncy Hum F Kanga (Wizard) | | Animated red-eyed Dwa M Quenedor | | Animated round-faced Hob M Rubix | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_b You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 7, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Bald black Hum M Sorgum (Wizard) | | Bald ebony-skinned Gob M Erebus | | Bald red-eyed Gob M Gilean | | Bald white-bearded Dwa M Belar | | Bandy-legged long-armed Gob M Gork | | Barrel-chested black-eyed Dwa M Dubilex | | Barrel-chested black-eyed Hum M Zayn | | Barrel-chested menacing Gob M Caldin | | Barrel-chested squat Dwa M Arandal | | Big calm Hum M Kysler | | Big energetic Dwa M Haf | | Big energetic Hum M Xar | | Big fat Gno M Fatty (Wizard) | | Big thick-haired Hum M Bogart | | Big-nosed red-haired Hum M Porta (Wizard) | | Black Hum F Nazg | | Black black-bearded Gob M Metallica | | Black Skeletal Hum M Gorboth (Wizard) | | Black-bearded old Dwa M Banyan | | Black-eyed Gob M Jar | | Black-eyed ancient Hum M Fwap | | Black-eyed balding Hum M Rasputin | | Black-eyed black-haired Elf F Mortricia (Wizard) | | Black-eyed black-haired Hum M Ruselian | | Black-eyed black-haired Hum M Sagan | | Black-eyed calm Hum M Den | | Black-eyed furry-eared Hob M Brender | | Black-eyed lean Hum M Croft | | Black-eyed long-legged Hob M Lemo | | Black-eyed melancholy Hum M Ugluk | | Black-eyed muscular Hum M Bracht | | Black-eyed muscular Hum M Spazm (Wizard) | | Black-eyed olive-skinned Hum M Cherok | | Black-eyed pale Dwa M Mozart | | Black-eyed philosophical Elf F Eleanor | | Black-eyed sad-faced Hum M Soote | | Black-eyed stone-faced Elf M Alirux | | Black-eyed swarthy Hum M Avatar (Deleted) | | Black-eyed weathered Gno M Ghent | | Black-eyed white-haired Hum F Morti | | Black-haired blue-eyed Hum M Madman | | Black-haired calm Hum M Yustarius | | Black-haired energetic Hum M Rasputian | | Black-haired green-eyed Elf M Bast | | Black-haired muscular Hum M Urka | | Black-haired red-eyed Elf M Varilion | | Black-haired stone-faced Dwa M Mim | | Black-haired warm-hearted Elf F Jadzia | | Black-haired yellow-eyed Hum F Diri | | (black-robed) Hum M Moth | | (black-robed) Hum M Zacron | | Black-robed hooded Hum M Decius (Wizard) | | Black-robed shadowy Elf M Rohim (Wizard) | | Blackened-armour clad Hum M Khail (Wizard) | | Blond-haired bandy-legged Hum M Gondalf | | Blond-haired blue-eyed Hum M Crazy | | Blond-haired blue-eyed Elf M Kesor (Wizard) | | Blond-haired green-eyed Elf F Amarie | | Blond-haired green-eyed Hum M Avathar | | Blond-haired green-eyed Hum F Freya | | Blond-haired pale Hum M Lestat | | Blond-haired red-eyed Hum M Snueb | | Blond-haired stone-faced Hum F Taia | | Blond-haired voluptuous Hum F Gemma | | Blue-eyed ancient Hum M Argash | | Blue-eyed black haired Hum M Pirvan | | Blue-eyed chestnut-haired Elf F Amberlea | | Blue-eyed friendly Hum F Cecelia | | Blue-eyed friendly Hum M Katanga | | Blue-eyed furtive Hum F Fatale | | Blue-eyed green-eyed Gob M Nanja | | Blue-eyed green-haired Hum F Chryne | | Blue-eyed long-haired Hum M Alvin | | Blue-eyed long-haired Hum M Ra | | Blue-eyed long-legged Hum M Lothmar (Fear/Affinity) | | Blue-eyed menacing Hum M Tarian | | Blue-eyed red-haired Hum F Larithiel | | Blue-eyed slender Hum M Rapter | | Blue-eyed tanned Hum F Trax | | Blue-eyed young Hum M Wojo | | Blue-haired blue-eyed Elf M Denis (Wizard) | | Bouncy dimpled Hum F Cthona | | Bouncy furry-eared Hum F Rocque | | Bouncy voluptuous Hum F Shania | | (brown-cloaked) Elf F Bathsheba | -- More -- 100/127 -- ( t b r n a q x ! h ?) -- | (brown-cloaked) Dwa M Belar | | (brown-cloaked) Hum F Cecelia | | (brown-cloaked) Hum M Goshen | | (brown-cloaked) Gno F Guariche | | (brown-cloaked) Elf M Guincho | | (brown-cloaked) Hum M Isatis | | (brown-cloaked) Hum M Khayman | | (brown-cloaked) Elf M Leimgraill | | (brown-cloaked) Hum M Therasin | | (brown-cloaked) Elf M Tyr | | (brown-cloaked) Hum F Vesper | | Brown-eyed black-haired Hum M Bildor | | Brown-eyed brown-haired Gob M Salaboa | | Brown-eyed long-legged Hum M Rod | | Brown-eyed long-legged Gob M Roddy | | Brown-eyed muscular Hum M Boroda | | Brown-haired blue-eyed Elf M Auberon | | Brown-haired blue-eyed Gob F Frajola | | Brown-haired brown-eyed Elf M Tigr | | Brown-haired green-eyed Elf M Talyros | | Brown-skinned friendly Gno F Guariche | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_c You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 7, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Callous ebony-skinned Gob M Vorrog | | Calm adolescent Hob M Jaypeg (Wizard) | | Calm black-eyed Hum M Dryden | | Calm black-haired Hum M Golgo | | Calm blue-eyed Hum M Javert | | Calm dark-eyed Hum M Gorgul | | Calm dark-eyed Hum F Sirra (Wizard) | | Calm furtive Hum M Dahua | | Calm furtive Hum M Hisssss | | Calm gray-eyed Elf M Badone | | Calm green-eyed Hob F Twilight | | Calm impressive Gob M Dornoff | | Calm impressive Hum M Enki | | Calm muscular Hum M Stiel | | Calm pale Elf F Adelaide | | Calm red-haired Gob M Cerlion | | Calm scarred Hum M Flagg | | Calm slender Hob M Merrydock | | Calm yellow-eyed Hum F Diri | | Calm young Elf M Elmeric | | Calm young Hum M Ohmsford | | Certified Hum M Carridin (Wizard) | | Chestnut-haired green-eyed Hum M Cuervo | | Chestnut-haired melancholy Dwa M Spazbar | | Chestnut-haired young Elf M Arethian | | Clean-shaven blond-haired Elf M Gilmanor | | Clean-shaven blue-eyed Hum M Grim | | Clean-shaven square-jawed Hum M Kayen | | Cold-hearted hunchbacked Gob M Spike | | Cold-hearted ivory-skinned Hum F Taniesha | | Confusing dangerous Hum M Teth (Wizard) | | Cool nonchalant Hum M Morrigan (Wizard) | | Curvaceous long-haired Elf F Angelique | | Cute cuddly Hob M Geraden (Wizard) | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_d You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 7, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Dark-eyed ancient Hum M Khayman | | Dark-eyed black-bearded Gob M Aaz | | Dark-eyed black-haired Elf M Elmet | | Dark-eyed black-haired Hob M Nergal | | Dark-eyed calm Elf M Crunch | | Dark-eyed calm Hum M Rikyo (Deleted) | | Dark-eyed dark-skinned Elf M Rage | | Dark-eyed friendly Elf M Budwise | | Dark-eyed long-haired Elf M Keleborn | | Dark-eyed muscular Hum M Benedict | | Dark-eyed philosophical Hum M Cahirim | | Dark-eyed square-jawed Hum M Sturm | | Dark-eyed stone-faced Hum M Faceman | | Dark-eyed white-haired Gob M Czucz | | Dark-haired black-bearded Elf M Quintas | | Dark-haired brown-eyed Hum M Belorin | | Dark-haired calm Hum M Feijin (Deleted) | | Dark-haired dark-skinned Gno UF Becka | | Dark-haired long-legged Hum F Mouschka | | Dark-haired swarthy Hum M Isatis | | Dark-haired voluptous Hum F Ishizuka | | (dark-robed) Hum F Chataigne (Deleted) | | (dark-robed) Hum M Melchar | | Dark-skinned black-eyed Gob M Hendrix | | Dark-skinned lean Gob F Imriala | | Dark-skinned red-eyed Hum M Lubu | | Dark-skinned red-eyed Gob M Reficul | | Dark-skinned scarred Hum M Khoraz | | Depressed ebony-skinned Gob F Superkim | | Dimpled hairless Hum F Flippyjoe (Wizard) | | Dimpled voluptuous Hum F Dare | | Dimpled willowy Hob M Ferris | | Dirty black Gob M Orthanc | | Dirty red-eyed Gob M Skulker | | Dirty yellow-eyed Gob F Smokey | | Dirty young Gob F Aurora | | Dour old Dwa M Varn | | Dour pallid Hum M Ugelplect | | Dour swarthy Dwa M Conn | | Dour white-haired Elf M Feral | | Dull big Gob M Oloth | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_ef You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Ebony-skinned black-haired Gob F Denethor | | Ebony-skinned calm Hum F Sheytansha | | Ebony-skinned grey-eyed Elf M Nikklaus (Wizard) | | Energetic barrel-chested Hum M Jimmy | | Energetic blue-eyed Elf F Pegasus | | Energetic voluptuous Elf F Bathsheba | | Energetic young Dwa M Trekker | | Ethereal glowing-eyed Gno UM Auvryndar | | Exciting calm Elf M Fairlight | | Exciting energetic Hum F Catwoman | | Exciting friendly Elf M Darwin (Deleted) | | Exciting impressive Hum M Pennywise | | Exciting muscular Hum M Katan | | Exciting petite Hum F Acacia | | Exciting young Elf M Daermon | | | | Flabby dirty Gob M Tom | | Fork-bearded mohawk-haired Gob M Beer | | Friendly blue-eyed Hum M Castlebeck | | Friendly blue-eyed Hum M Imrahil | | Friendly blue-eyed Hob F Jordan | | Friendly brown-skinned Hum F Kammie | | Friendly dour Dwa M Mercade (Wizard) | | Friendly gray-eyed Elf M Celemir | | Friendly green-eyed Hum F Camielle | | Friendly long-legged Elf M Mikle | | Friendly massive Hum M Karl | | Friendly middle-aged Hum M Consola | | Friendly muscular Elf M Drektar | | Friendly poppy-eyed Elf M Przemko | | Friendly red-eyed Elf F Lenthia | | Friendly young Hum M Jamison | | Friendly young Elf F Tesla | | Furry energetic Hum M Birder | | Furry hunchbacked Gob M Growl | | Furry-eared Hum F Kitten | | Furtive red-eyed Hum M Purple | | Furtive small Hum M Tibbit | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_g You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Ghastly skeletal Hum UM Tock | | Gloomy cold Hum UM Caerid | | Gray-bearded ancient Dwa M Shivan | | Gray-bearded impressive Hum M Zandrech | | Gray-bearded tempered Dwa M Runeaxe | | Gray-eyed calm Elf M Zingil | | Gray-eyed dark-haired Elf M Skylark | | Gray-eyed dimpled Hum F Janice | | Gray-eyed stone-faced Elf M Telamon | | Green-bearded middle-aged Dwa M Shiver | | Green-bearded purple-haired Hum M Ernie | | (green-cloaked) Elf M Auberon | | (green-cloaked) Hob M Calvin | | (green-cloaked) Elf F Galadria | | (green-cloaked) Hum M Indi | | (green-cloaked) Elf M Jafo | | (green-cloaked) Hum M Macleod | | (green-cloaked) Hum M Mersereau | | (green-cloaked) Hum M Owen | | (green-cloaked) Elf F Puzit | | (green-cloaked) Hum M Random | | (green-cloaked) Elf F Terissa | | (green-cloaked) Hob F Twilight | | (green-cloaked) Hum M Yorh | | (green-cloaked) Elf M Zingil | | (green-cloaked) Elf F Zoirenna | | Green-eyed barrel-chested Elf M Drakon | | Green-eyed black-haired Hum M Macleod | | Green-eyed chestnut-haired Elf F Terissa | | Green-eyed dark-haired Elf M Erekose | | Green-eyed dark-haired Elf M Findrihol | | Green-eyed dimpled Hob F Dragana | | Green-eyed green-bearded Dwa M Gurgel | | Green-eyed green-haired Elf M Elgarhad | | Green-eyed impressive Hum M Gaelan (Dead) | | Green-eyed melancholy Gno F Gothik | | Green-eyed menacing Gob M Zeus | | Green-eyed muscular Hum F Pippilotta | | Green-eyed philosophical Hum M Art | | Green-eyed pointy-eared Hum M Madmartigan | | Green-eyed red-haired Elf M Kellendil | | Green-eyed red-haired Hum F Sab | | Green-eyed stout Gob M Darth | | Green-eyed young Elf M Saul | | Green-haired green-eyed Elf F Tari | | Green-skinned menacing Gob M Azagh | | Green-skinned muscular Dwa M Altschiller | | Green-skinned yellow-eyed Gob M Flex | | Grey-bearded dark-eyed Dwa M Korat (Wizard) | | Grey-bearded stone-faced Dwa M Dvoro | | (grey-cloaked) Hum M Blakslee | | (grey-cloaked) Hum F Camielle | | (grey-cloaked) Hum M Cherok | | (grey-cloaked) Elf M Keleborn | | (grey-cloaked) Hob F Mhy | | (grey-cloaked) Hum M Mylurian | | (grey-cloaked) Elf F Prokop | | (grey-cloaked) Hum M Ratrat | | (grey-cloaked) Elf F Vix | | (grey-cloaked) Hum M Xar | | Grey-eyed animated Hum M Caric | | Grey-eyed bouncy Elf F Naiad | | Grey-eyed long haired Hum M Augrey | | Grey-eyed menacing Hum M Brasidas | | Grey-eyed merry Hob M Dik | | Grey-eyed pale Hum M Drax | | Grey-eyed philosopgical Hum F Kayt | | Grey-eyed white-haired Hum M Rugogold | | Grey-haired green-eyed Gob M Wize | | Grey-haired menacing Elf M Remo | | Grey-haired weathered Hum M Zurt | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_hi You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Hairless red-eyed Gob M Panthan | | Hairy black Gob M Mandelbro | | Hairy black Elf M Silvaran | | Happy go-lucky Hob M Erine (Wizard) | | Haughty black Hum M Belegurth | | Haughty big Gob M Rufus | | Heavy black-eyed Gob M Kelnozz | | Heavy impassive Hum M Ghaerdin | | Horned white-haired Hum M Quark | | Humbly robed Elf F Mona (Wizard) | | Hunchbacked Gob M Gruck | | | | Impassive swarthy Hum M Blake | | Impetuous dimpled Hum F Elysa | | Impressive ancient Elf M Hecar | | Impressive bald Hum F Aura | | Impressive blond-haired Elf M Jerle | | Impressive calm Hum F Selene (Deleted) | | Impressive cold-hearted Hum M Askarwin | | Impressive dirty Elf M Morty | | Impressive friendly Hum M Joeri | | Impressive ivory-skinned Elf M Elistar | | Impressive long haired Hum M Gallant | | Impressive muscular Elf M Falkor | | Impressive muscular Hum M Gallahan | | Impressive philosophical Elf M Gates | | Impressive red-eyed Hum M Toby (Wizard) | | Impressive slender Hum F Maren | | Impressive slender Gob M Zugzug | | Impressive square-jawed Hum M Aaron | | Impressive young Hum M Ardent | | Impulsive blue-eyed Hum M Hagbard | | Impulsive pale Hob F Jooli | | Insane idle Elf M Joost | | Ivory-skinned blond-haired Hum F Torque | | Ivory-skinned dark-eyed Elf F Galadria | | Ivory-skinned gray-eyed Elf F Talmeir | | Ivory-skinned red-haired Hum F Rowan | | Ivory-skinned willowy Hum M Saty | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_jkl You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Jovial blond-haired Elf M Layn (Wizard) | | Jovial brown-eyed Elf M Guincho | | Jovial long haired Elf M Henry | | Jovial stout Dwa M Ikthar | | Jovial young Gob M Tulix (Wizard) | | | | Lean black-eyed Elf M Ceron | | Lean clean-shaven Hum M Milehigh | | Lean grey-eyed Hum M Morrolan | | Lean menacing Elf M Aurin | | Lean tempered Hum M James | | Lean tempered Hum M Umbar | | Leggy pallid Hum F Nyle | | Light merry Hum M Kuti | | Light squat Gob M Giovanni (Deleted) | | Light tiny Gob F Libra | | Light-haired blue-eyed Hum F Kyloid | | Light-haired green-eyed Elf M Eriandel | | Light-haired slender Hum M Concord | | Light-skinned blue-eyed Hum F Legalos (Deleted) | | Light-skinned muscular Hum M Tyler | | Long-armed Gob M Inki (Deleted) | | Long-armed barrel-chested Dwa M Cabral | | Long-armed blue-eyed Dwa M Dramli | | Long-armed long-legged Elf M Jafo | | Long-bearded ancient Hum M Karadoc | | Long-bearded ancient Hum M Yserbyttle | | Long-bearded very old Gno M Tarlog | | Long haired black-haired Hum M Mandorallen | | Long haired blue-eyed Elf M Max | | Long haired blue-eyed Elf M Taleson | | Long haired blue-eyed Elf F Vivien | | Long haired green-eyed Hum M Stormbrnger | | Long haired voluptuous Hum F Ebola | | Long haired voluptuous Hum F Xena | | Long haired weathered Hum M Nixon | | Long-legged calm Hum M Blakslee | | Long-legged clean-shaven Hum M Galapagos | | Long-legged flabby Elf M Hutch | | Long-legged long-armed Hum M Goody | | Long-legged long-armed Elf M Trexler | | Long-legged muscular Hum F Asea | | Long-legged muscular Gob F Ursus | | Long-legged philosophical Hum M Strider | | Long-legged swarthy Hum M Rollin | | Long-legged thin-armed Elf F Joyce | | Long-legged thin-armed Elf M Rosenthal | | Long-legged voluptuous Elf F Calista | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_m You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Massive angry Gob M Deproelius | | Massive dark-haired Hum M Beryl (Olmer) | | Massive friendly Hum M Myrill | | Massive red-eyed Gob M Vassago | | Massive tempered Gob M Peloquin | | Massive tempered Dwa M Spider | | Massive tiny Gob M Tyre | | Massive warm-hearted Hum M Lordnorwood | | Meddlesome purple-bearded Gno M Trennagin (Daernaothor) | | Meddlesome wizened Hum M Zarvo | | Melancholy gray-eyed Hum M Qua | | Melancholy long-legged Elf F Liriel (Fatale) | | Melancholy red-eyed Dwa M Opalek | | Melancholy stone-faced Hum M Thorvald | | Menacing black-bearded Hum M Dethraine (Wizard) | | Menacing black-eyed Hum M Steelman | | Menacing dull Gob M Bloodlust | | Menacing dull Hum M Xeros (Deleted) | | Menacing ebony-skinned Gob F Deathrose | | Menacing green-skinned Gob M Ragul | | Menacing grey-eyed Hum M Tross | | Menacing knob-nosed Gob M Render | | Menacing massive Gob M Minion | | Menacing muscular Gob M Twist | | Menacing red-haired Gob M Grimace | | Menacing swarthy Gob M Arandel | | Menacing weathered Elf M Anfalas | | Merry Elf M Coins | | Merry blue-eyed Elf F Laleith | | Merry dimpled Elf F Puzit | | Merry light-skinned Elf M Ashlar (Wizard) | | Merry long-legged Elf F Cuitlahac | | Merry young Hum M Albrecht | | Middle-aged calm Hum M Bonk | | Middle-aged calm Hum M Celebdraug | | Middle-aged friendly Hum M Bueradin | | Middle-aged jovial Hum M Owen | | Middle-aged weathered Hum M Saroc | | Middle-aged white-haired Hum M Rahvin | | Mohawk-haired black Dwa M Angeldust | | Mohawk-haired long-bearded Dwa M Tiny | | Mohawk-haired muscular Dwa M Zeppelin | | Mohawk-haired one-eyed Gob M Gruff | | Mohawk-haired red-eyed Elf M Hektor | | Mohawk-haired slender Gob M Nomm | | Moody furry-eared Gob F Wolfsong | | Muscular adolescent Hum M Argor | | Muscular black-haired Hum M Asharak | | Muscular black-eyed Hum M Karpath | | Muscular blue-eyed Hum M Barek | | Muscular blue-eyed Hum M Bigg | | Muscular brown-haired Hum M Xanador | | Muscular dark-eyed Hum M Damian | | Muscular green-eyed Hum M Dinin | | Muscular green-eyed Gob M Gerakl | | Muscular lean Hum M Ratrat | | Muscular menacing Hum M Squarerute | | Muscular red-haired Gob M Rhunt | | Muscular scarred Hum M Casca | | Muscular tanned Dwa M Jantor | | Muscular thick-armed Hum M Boboo (Wizard) | | Muscular thick-bearded Gob M Jakle | | Muscular young Hum M Talis | | Muscular young Hum M Twolf | | Mustachioed black-haired Hum M Rodriquez | | Mustachioed grey-haired Hum M Luther | | Mysterious Hum M Alcides (Wizard) | Mysterious black-robed Elf M Mhyrkhaan (Wizard) | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_nop You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Nervous angry Dwa M Geb | | Nervous angry Gob M Toad | | Nervous massive Hum M Gendalf | | Nervous sad-faced Dwa M Hackerhuck | | Nervous short-legged Gob M Bloodfang | | | | Old dirty Gob M Hades | | Old friendly Gno M Klav | | Old roman-nosed Hum M Eardondil | | Olive-skinned heavy Hum M Pshoddy | | One-eyed fork-bearded Dwa M Mountainman | | One-eyed jovial Gob M Magnus | | One-eyed yellow-eyed Gob M Ponka | | Orange-haired calm Hum M Rangorn (Wizard) | | | | Pale ancient Hum M Caradhras | | Pale black-haired Hum M Celimbor | | Pale black-haired Gob M Olmer (Deleted) | | Pale calm Hum M Parsalian | | Pale dark-eyed Hum M Igthorne | | Pale dark-eyed Hum M Mantis | | Pale dour Dwa F Holiday | | Pale long-faced Hum M Lorca | | Pale petite Hum F Harlot | | Pale red-eyed Hum M Moles (Deleted) | | Pale red-eyed Hum M Mylurian | | Pale slender Hum M Louie | | Pale willowy Hum F Silme | | Pallid old Hum M Trisdan | | Petite dimpled Gob F Talbot | | Philosophical clean-shaven Hum M Takei | | Philosophical dark-eyed Dwa M Zephram (Wizard) | | Philosophical grey-eyed Hum F Kayt | | Philosophical hook-nosed Hum M Frub | | Philosophical olive-skinned Elf M Wynn | | Philosophical scarred Hum M Argyle | | Philosophical weathered Hum M Hadrien | | Philosophical young Elf M Slanted | | Pointy-eared green-eyed Elf M Berginyon | | Pointy-eared nervous Gob M Shredder | | Poppy-eyed pointy-eared Elf F Tianor | | Potato-nosed green-skinned Gob M Newton | | Potato-nosed mohawk-haired Dwa M Dragg | | Purple-bearded bald Dwa M Villum | | Purple-bearded massive Gob M Psyander | | Purple-haired blue-eyed Elf M Elfin | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_qr You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Quiet dark-eyed Elf F Amelia (Wizard) | | Quiet shy Hum F Dominique | | | | Red-bearded barrel-chested Dwa M Tuathal | | Red-bearded energetic Gno M Riptide | | Red-bearded red-nosed Hum M Raph | | Red-eyed bald Hum M Ant | | Red-eyed bald Dwa M Birt | | Red-eyed bald Gob M Morg | | Red-eyed black Dwa M Daernaothor | | Red-eyed black-haired Hum M Caesar | | Red-eyed black-haired Gob M Krangh | | Red-eyed black-haired Hum M Macros | | Red-eyed depressed Gob M Uhlrag | | Red-eyed furtive Hum M Stern | | Red-eyed long-legged Hum M Durkin | | Red-eyed long-legged Elf M Pocahontas | | Red-eyed massive Hum M Umbra | | Red-eyed menacing Gob M Mechwarrior | | Red-eyed muscular Dwa M Trili | | Red-eyed orange-haired Gob N Chmee | | Red-eyed pallid Gob M Mysterion | | Red-eyed short-legged Gob M Thunder (Wizard) | | Red-eyed skinny Hum M Tiamat | | Red-eyed tempered Hum M Fisthlandus | | Red-eyed white-haired Gob M Bruno | | Red-eyed yellow-eyed Gob M Mbison | | Red-haired animated Hum F Hazelnut (Wizard) | | Red-haired blue-eyed Hum F Rnan | | Red-haired light-skinned Elf F Amanita (Wizard) | | Red-haired long-legged Elf F Marisol (Wizard) | | Red-haired red-eyed Hum M Gringo | | (red-robed) Hum F Rocque | | Round-eyed melancholy Hum F Nylis | | Round-faced brown-eyed Hob F Arwen (Wizard) | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_s You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Sad-faced black-eyed Gob M Varulg | | Sad-faced blue-eyed Hum M Vlady | | Scarred black Hum M Clark | | Scarred black Gob M Hawk | | Scarred dark-haired Hum M Xej | | Scarred green-skinned Gob M Skarsnik | | Scarred massive Gob M Azazel | | Scarred weathered Hum M Mhyrmarius (Wizard) | | Senile decrepit Hob M Dunstable (Wizard) | | Sensible thin-faced Hum M Achilles | | (shadowy veiled) Elf F Aizorana | | (shadowy veiled) Elf F Amberlea | | (shadowy veiled) Hum M Denbarra | | (shadowy veiled) Elf M Gunilla | | (shadowy veiled) Elf M Rage | | (shadowy veiled) Hum M Rasputian | | (shadowy veiled) Elf M Stralle | | (shadowy veiled) Hum F Torque | | (shadowy veiled) Elf M Valthard | | (shadowy veiled) Elf F Zethra | | Shifty-eyed mishcievous Dwa M Igneous (Wizard) | | Shimmering ghastly Hum M Karath (Wizard) | | Short-armed short-legged Dwa M Bombur | | Short-armed short-legged Hum M Rzngkz | | Short-legged short-armed Dwa M Magnoro | | Silver-haired blue-eyed Elf M Kithkanan | | Silver-haired violet-eyed Gno F Shadowlynx (Wizard) | | Sinister decadent greater-god Gob M Sarr (Wizard) | | Sinister red-eyed Hum M Locklear | | Sinister shadowy Hum F Akeisha (Wizard) | | Sinuous black-haired Hum F Eden | | Skinny energetic Hum M Hunter (Deleted) | | Slender Hum F Hawke | | Slender blond-haired Elf M Timmain | | Slender blue-eyed Hum F Aerith (David Chung) | | Slender blue-eyed Hum F Yavanna | | Slender ebony-skinned Elf M Korlis | | Slender green-eyed Hum M Rajak | | Slender grey-eyed Hum M Dazalarian | | Slender haughty Elf M Shindig | | Slender ivory-skinned Hum F Chataigne (Deleted) | | Slender long-legged Elf F Aiesly | | Slender pale Hum F Castiana | | Slender pointy-eared Elf M Airees | | Slender scarred Elf M Tear | | Slight thin-faced Hum M Grell | | Spindly long-armed Gob M Booger | | Spindly long-legged Hum F Mystery | | Spindly wizened Gno M Dante (Deleted) | | Square-jawed furry-eared Hob M Jerel | | Square-jawed impressive Hum M Draknoir | | Squinty-eyed irritable Gno M Mammon | | Stone-faced black-eyed Gob M Sorak | | Stone-faced lean Hum M Mistwolf | | Stone-faced muscular Hum M Shazard | | Stone-faced red-eyed Hum M Drakman | | Stone-faced stocky Dwa M Epsilon | | Stone-faced weathered Dwa M Mccram (Wizard) | | Stone-faced willowy Hum M Eleron | | Stone-faced wizened Hum M Batrax | | Stout angry Gob M Mickey | | Stout black-bearded Dwa M Arman (Wizard) | | Stout black-bearded Dwa M Tuck | | Stout black-bearded Hum M Whyte | | Stout red-haired Hum M Philbert | | Stout square-faced Hum M Wack | | Swarthy black Gob M Riper | | Swarthy dark-haired Hum F Casba | | Swarthy menacing Gob M Straag | | Swarthy one-eyed Gno M Niewit | | Swarthy wrinkled Hob M Bamlock | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_t You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Talkative calm Elf M Falcor | | Talkative green-eyed Elf F Jaqueuiel | | Talkative round-faced Gno F Gadget | | Talkative squinty-eyed Gob F Hokus | | Talkative wizened Hob M Tomer | | Talkative young Gno M Gnimsh | | Tall solemn Elf M Jaacar (Wizard) | | Tanned adolescent Hum F Catrina | | Tanned bandy-legged Hum M Noid | | Tanned blue-eyed Gob M Garnet | | Tanned green-eyed Hum M Ruskin | | Tanned impressive Hum M Kyras | | Tanned impressive Gob M Tao (Astra) | | Tanned young Hum M Telcontar | | Tempered Hum M Finwe (Wizard) | | Tempered gray-eyed Hum F Airiana | | Tempered hairy Gob M Gnarf | | Tempered massive Gob M Gremlin | | Tempered scarred Hum M Brujah | | Thick-armed blond-haired Hum M Lancej | | Thick-armed blond-haired Gob M Lindros | | Thick-armed clean-shaven Gob M Carpus | | Thick-armed heavy Gob M Woj | | Thick-armed massive Hum M Celephias | | Thick-armed muscular Dwa M Baldur | | Thick-bearded barrel-chested Dwa M Mccleod | | Thick-haired calm Hob M Taldo (Wizard) | | Thick-legged massive Hum M Garg | | Thick-legged thick-armed Hum M Kammen | | Thick-legged thick-armed Hum M Satan | | Thinly-bearded Elf M Abernomicom | | Thinly-bearded furry Dwa F Velma | | Thinly-bearded very young Gob M Toadman | | Tiny Gob M Ren | | Tiny angry Gno M Mortimor | | Tiny dimpled Hob F Lily | | Tiny green-eyed Gob M Sadness (Deleted) | | Tiny hairless Hum M Calfus | | Tiny thin Hum F Serif | | Toothless bald Hum M Tricky (Wizard) | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_uvw You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Unholy decaying Gob M Zap | | | | Very mighty Hum M Conan (Wizard) | | Very young calm Gob M Hettar | | Very young impetuous Dwa F Therenody | | Voluptuous cold-hearted Gob F Forlorn | | Voluptuous friendly Hum F Sylvana | | Voluptuous green-eyed Dwa F Adriel | | Voluptuous green-eyed Gob F Wilma | | Voluptuous long-haired Hum F Aphrodisia | | Voluptuous red-haired Elf F Prokop | | Voluptuous thick-legged Hum F Hilda | | | | Weathered old Hum M Finglas | | Weathered red-haired Hum M Trefan | | Weathered squinty-eyed Gob M Bix | | Weathered stocky Dwa M Arlan | | Weathered white-haired Hum M Aloran | | White-bearded friendly Hum M Zar | | White blond-haired Gob M Goldeye | | White-haired black Elf M Rosy | | White-haired blue-eyed Elf M Elrohir | | White-haired blue-eyed Elf F Sybil | | White-haired calm Dwa M Kuri | | White-haired ebony-skinned Elf M Dordon | | White-haired ebony-skinned Elf M Skaro (Wizard) | | White-haired hook-nosed Hum M Olorin (Wizard) | | White-haired muscular Hum M Hoax | | White-haired red-eyed Hum M Melric | | White-haired white-bearded Elf M Tommo | | Willowy red-haired Hum F Cthulu | | Wizened black-eyed Hum M Cael | | Wizened calm Hum M Kafka | | (wolf-headed) dark-eyed Gob M Czucz (helmet) | | (wolf-headed) friendly Hum M Mikle (helmet) | | (wolf-headed) white Elf M Soulreaper (helmet) | | (wolf-headed) impressive Elf M Tanthalas (helmet) | | Wrinkled furry Hum M Halb | | Wrinkled hunchbacked Hum M Ecila | | Wrinkled squinty-eyed Gob M Sion | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faces_xyz You read the scroll titled "Index of faces. Updated 97.12.20". Index of faces, written by Chmee on Narquelie 8, 3018. Updated 97.12.20 by Dintiriel. ___________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__/|_____/\______/ \ \ | | | Index of Descriptions | | | | Description Race Sex Name | | -------------------------------------------------------------- | | Yellow-eyed black-eyed Dwa M Rave | | Yellow-eyed calm Hum M Tsiar | | Yellow-eyed ebony-skinned Hum F Fidi | | Yellow-eyed energetic Hum M Jadavin | | Yellow-eyed long-haired Elf M Solinoria | | Yellow-eyed muscular Hum M Kunitoki | | Yellow-eyed tanned Hum M Boca | | Yellow-eyed white-haired Gob M Karg | | Young animated Hum M Mersereau | | Young blond-haired Hum F Night | | Young blue-eyed Hum F Kit | | Young charming Hum M Qi | | Young dark-eyed Gob M Ekkehard | | Young energetic Gob M Gector | | Young exciting Elf M Cernicus | | Young exciting Elf F Toche | | Young friendly Hum F Cizada | | Young gray-eyed Hum M Orion | | Young impressive Dwa M Akiain | | Young impressive Hum M Astra | | Young lean Hum M Stryder | | Young muscular Gob M Mhead | | Young philosophical Gno M Spudling | | Young red-eyed Hum M Magius | | Young slender Elf F Euphoria | | Young slender Hum F Naria | | Young thick-legged Elf M Firefox | | Young wizened Gno M Darien | | | | Zealous petite Hum M Ai | / / /____ ____ ________ _________ _________ _______ _______ _______/_ |/\ - |/ - \| |/ - \/ \ \\_| | \/____________________________________________________________________/ > read faerie You read the scroll titled "A map of the elven homeland". A map of the elven homeland, written by Denbarra on Narie 11, 3006. ____________________________________________________________________ / \ \ | | | | /_________________________________________________________________/ | | \ \ \ \ | Map of the Elven Lands | | Given by Denbarra under Melkor | | | | | | - I - | | Land of Faerie | | | | | | a | | | | | l b | | | | | | X-X-c | | \ | | d | | | | | X | | | | | X-X | | / | | # X-X | | | \ | | #-X-X-X X | | | | | | e | f X X-X | | | | | |/ \ | | X | X X-X X | | | | |/ | | | | g-@@@@@ h i X-X | | @GAR@ ~ | | | #-@DEN@-j X | | @@@@@ | | @@@@@-k | | | | | | # # | | | | | | | | - II - | | The Garden | | | | | | |/ | | -X---X---X | | |\ /| | | | X X | | | | \ / | | | -X X X- | | | / \ | | | | X X | | | |/ \| | | X---X---X- | | | | | | | | | | - III - | | | | The Key | | | | a) Boat to the Harlond, Earendil the Mariner | | b) Boat to Terel, Graygo the Newbie Captain and Hater | | of Elves. My agents have already enlisted this | | captain. When the time comes for us to strike | | at Faerie, he will ferry our troops. | | c) Boat to Emerald, Ceraint the captain. | | d) Portal to Solace. This may have to be destroyed or | | closed if the 'Dark Queen' uses it as passage to | | our territories. | | e) Centauress who trains skills. | | f) Hobgoblin (orc-kin) trainer. This one, too, is an agent | | of the Society, and trains rebels of non-elven stock | | that live within the realm of Faerie. | | g) Store. They will trade with servants of the Dark Lord | | due to judicious bribes. | | h) Lower meeting area of the elves. While news is slow | | in faerie, this board will be used to announce the | | annexation of Faerie by the Dark Lord when the time | | is at hand. | | i) Glade of Beginnings. The Nine are currently working | | with the assistance of our Necromancers, Mordovantale | | and Turesta, to devise a means of destroying and | | defiling this Glade. | | j) Upper Meeting Area. Our spies lurk here. | | k) Post Office. | | l) Gypsy Caravan. The 'gypsys' are actually Balchoth | | who lurk in wait for our orders to attack. | | | | | | Our plans proceed apace. We have not moved upon this | | realm as of yet, because we fear that they may have | | some hidden troops. Moreover, we cannot gain access | | to their royal palace as of yet. We have yet to determine | -- More -- 100/111 -- ( t b r n a q x ! h ?) -- | their connection to Lorien and Rivendell. However, | | depending upon our efforts in other areas, we may simply | | annex the realm without conquering it, and attempt to | | corrupt the elves there, who seem not to be of Eldar | | stock. | | | | | | | \ \ ___| | \_/_________________________________________________________________/ > read forest_of_raumdor You read the scroll titled "A complete map of the Raumdor forest.". A complete map of the Raumdor forest., written by Toby on Narquelie 14, 3018. __________________________________________________________________ /'\ \ . \/_________________________________________________________________/ | | . . | | . The dread forest of Raumdor. . | -------------------------------- | . . | | . The finding of this forest is a great boon . | for the Society. After having searched every | . part of the forest, I found that the ingredients . | for Lominen potions can be found in every | . square marked with #. This is remarkable but . | never the less true. Spending an hour or two | . in the forest is enough to make 100 potions. . | The forest is inhabited by undead creatures, | . and thus they see us as superiors. So I have set . | them to guard the forest and they shall turn | . to attack any of non-undead origin. . | So mages of the Tower, it seems we finally have | . a ranger free herbguarden. . | | . ----------------------------------------------------------- . | | . Part one. . | | . . | M M M M | . M #-#-#-# M . | M /|X|X|X|\ M M / | . o M #-#-#-#-#-#-#-# M 2 . | /|\ /|X|X|X|X|X|X|X|\ M / | . o-o-o-o-#-#-#-#-#-#-#-#-#-# M M R . | /| | | | |X|X|X|X|X|X|X|X|X|\ M / | . o-o-o-o-o-#-#-#-#-#-#-#-#-#-#-#-#-# . | /| | | | | |X|X|X|X|X|X|X|X|X|X|X|X| | . o-o-o-o-o-o-o-o-#-P-#-#-#-#-#-#-#-#-#-R-# . | /| | | | | | | | |X|X|X|X|X|X|X|X|X|X|X|X|\ | . o-o-o-o-o-o-o-o-o-#-#-#-#-#-#-#-#-#-#-R-#-#-# . | | | | | | | | | | |X|X|X|X|X|X|X|X|X|X|X|X|X| | . #-#-#-#-#-#-#-#-#-R-R-B-R-R-R-R-R-R-R-#-#-#-# . | |X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X| | . #-#-#-#-#-#-#-#-R-#-A-#-#-#-#-#-#-#-#-#-#-#-# . | |X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X| | . o #-#-#-#-#-#-#-R-#-#-#-#-#-#-#-#-#-#-#-#-#-#-# . | | |X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X|X| | . 1-R-R-R-R-R-R-R-R-R-#-#-#-#-W-#-#-#-#-#-#-#-#-#-#-# . | | |X|X|X|X|X|X|X|X|X|/ \|X|X|X|X|X|X|X|/ | . o #-#-#-#-#-#-#-#-#-# #-#-#-#-#-#-#-# . | |X|X|X|X|X|X|X|X|X| \|X|X|/ | . #-#-#-#-#-#-#-#-#-# #-#-# . | |X|X|X|X|X|X|X|X|X| | . #-#-#-#-#-#-#-#-#-# . | | | | | | | | . o-o-o-o-o-o 1: This is where the boat . | \| | | | from Kalad lands. | . o-o-o-o 2: To part two of the map. . | \| |/ B: An old bridge. | . o-o o: Plains of Raumdor. . | W: A waterfall. | . M: Mountains. . | | . ----------------------------------------------------------- . | | . Part two. . | | . o-o 1: Conects with no:2 at part . | / \ one of the map. | . o o G: Gates to Drakmere. . | / \ | . o o-o-o o-o-o-G . | / \ / | . o o o . | / \ / | . o o o . | / \ / | . o o o . | / \ / | . 1 o-o-o o . | \ / | . 11 southwest o . | \ / | . o . | | . Other herbs to be found: Black potato, Fungiarbo . | Handasse, Morgurth and | . a black flower Aconite. . | | . ----------------------------------------------------------- . | | . Penned by Morath Naur the Wraith of Morgul. . | In order to better exploit this area. | . . \ \ -- More -- 100/104 -- ( t b r n a q x ! h ?) -- /\ . . \_/_________________________________________________________________/ > read gelan You read the scroll titled "A Map of Gelan". A Map of Gelan, written by Nospennor on Narquelie 7, 3018. ._______________________________________. @_______________________________________) | | | X--X | | |\/| | | |/\| | | D X--X--E | | | /|\/|\ | | | |/ |/\| \| | | C--X--X--X--X--J | | | /|\/|\/|\/|\ | | |/ |/\|/\|/\| \ | | B--X--X--X--X--X--X | | /|\/|\/|\/|\/|\/|\ | | / |/\|/\|/\|/\|/\| \ | | A--X--X--X--X--X--X--X--X--L | | |\/|\/| /| |\ |\/|\/| | | |/\|/\|/ | | \|/\|/\| | | -X--X--X--K--K--X--X--X- | | |\/|\/| /|\/|\ |\ |\/| | | |/\|/\|/ |/\| \| \|/\| | | F--X--X--X--K--K--X--X--X--M | | |\ |\ |\ |\/| /| /|\/| | | | \| \| \|/\|/ |/ |/\| | | G--X--X--X--X--X--N--P | | |\ |\ | | /| / | | | \| \| |/ |/ | | H--X--X--X--X--R | | \ |\/| / | | \|/\|/ | | I--X--X | | |\/| | | |/\| | | -X--X- | | |\/| | | |/\| | | X--X | | | | | | | | X | | | | A -- Miser Shop | | B -- Goliloon the Alchemist | | C -- Gelan's Post Office | | D -- The Brandybug Inn | | E -- Tourist Office and Guide | | F -- Bank Of Calia in Gelan | | G -- Hammerhead Smithy | | H -- Tomati Empire (Grocery) | | I -- Stables of Gelan | | J -- Jail | | K -- Fountain of Gelan | | L -- Public School of Gelan | | M -- Angora, Hairdressor | | N -- Garbage Bin | | P -- Public Lavatory | | R -- McCroissant Bakery | | | |_______________________________________| @_______________________________________) > read gladiators You read the scroll titled "Information on the Gladiators of Athas". Information on the Gladiators of Athas, written by Louie on Narquelie 14, 3017. ____________________________________________________________ / \>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\ ; _; ; \_/_; ; ; The information contained in this scroll is that which ; ; I gathered during my time as a gladiator, as well as ; ; while speaking with Mim the Gladiator (and former High ; ; Overseer), as well as speaking with the mul outside ; ; the guild. ; ; ; ; The Athas, where the Gladiator guild is located, is a ; ; desolate place filled with featureless desert and ; ; large amounts of heat. In it lie City-States, which ; ; apparently fight with each other (or at least used to) ; ; in order to have control over this land. The greatest ; ; City-State, that of Tyr, is where the guild is located.; ; ; ; The Gladiators, and Tyr, are ruled by one known as ; ; King Kalak, he is their Master, he is their God. ; ; Their legends state that when the forests of Athas were; ; swallowed by the Dragon, Kalak came from the desert to ; ; save Tyr from being dominated by the other City-States.; ; This apparently happened over a thousand years ago, ; ; and since that time nothing has been able to threaten ; ; Tyr. In order to protect this area, Kalak created his ; ; Champions, the Gladiators of Athas, and also the arena ; ; of Tyr to test them. (Note: Persons cannot die while ; ; fighting in the arena, though death by spells has not ; ; been tested in the arena, to my knowledge.) Kalak is ; ; cruel and unforgiving, he enslaves his people and ; ; allows countless to die, but Athas is a harsh place ; ; and only the strong survive. Kalak knows this, and ; ; this is what he teaches his warriors. ; ; ; ; The Gladiators do not apparently regret their slavery, ; ; or at least not all of them. Some arrive through ; ; punishment, others through choice, etc. But, since ; ; they are slaves, the live each day as though it were ; ; their last (as indeed it may be, their life is chaotic ; ; and violent). For this reason, many Gladiators feel ; ; through their slavery they have reached full freedom, ; ; they have not inhibitions or rules, and can do as they ; ; please. The only rules they have are those imposed ; ; by Kalak, and those rules given by the Overseers. ; ; ; ; The Overseers consist of 6 members. The High Overseer ; ; is chosen by an election, where each Gladiator has one ; ; vote, and all votes are equal. The High Overseer then ; ; gets to pick the 5 Overseers, or choose a form through ; ; which they will be chosen. (For example, Mim picked a ; ; few, had all the Overseers vote on a few, and allowed ; ; the remaining Overseers to be picked through combat in ; ; the arena...but as High Overseer, all the forms were ; ; his to decide.) The 5 lesser Overseers do most of the ; ; 'grunt work'. The duties of the Overseers include: ; ; 1: Educate new members in ways of Gladiators. ; ; 2: Keep guild as a whole neutral to other guilds. ; ; 3: Organize tournaments. ; ; 4: Make the Gladiators a Brotherhood, not a collection; ; of warring factions. ; ; 5: Serve as examples of true Warriors. ; ; ; ; The rules of the Gladiators are fairly simple, as the ; ; guild does not seem to have a lot of direction other ; ; then fighting. The rules include: ; ; 1: King Kalak is Master, betray him at your peril. ; ; 2: Abandon the Gladiators and you will die. ; ; 3: Attack Brutus, the guardian, and you cannot ; ; advance. ; ; 4: Slaughter the unworthy ('newbies') and expect no ; ; support if otherworldly beings seek retribution. ; ; 5: Do not attack Templars of Tyr, they serve Kalak. ; ; 6: Your and your enemies' alignment does not matter. ; ; 7: Obey Overseers, save if it conflicts with the ; ; above rules. ; ; 8: Tax is 14% (not actually a rule, but was included) ; ; Note that the Overseers also have the power to punish ; ; Gladiators, their punishments include barring someone ; ; from joining or training, and they can also expel a ; ; a Gladiator from the guild. ; ; ; ; Gladiators learn many skills, since they are warriors. ; ; Through my talks with the Mul, and my experience as a ; ; Gladiator, I found out exactly what the skill levels ; ; are in the guild: ; ; Appraise enemy: Superior Professional ; ; Appraise object: Superior Journeyman ; ; Axe: Superior Veteran (Guru if worthy) ; ; Berserk: Superior Veteran (Guru if worthy) ; ; Charge: Superior Veteran (Guru if worthy) ; ; Defence: Superior Veteran (Master if worthy); ; Parry: Superior Craftsman ; ; Two Handed Combat: Superior Craftsman ; ; Unarmed Combat: Confident Layman ; ; ; ; Berserk is a skill/power which allows Gladiators to fly; ; into a rage, thereby increasing their strength, ; ; agility, constitution, and disipline. This state will ; -- More -- 100/138 -- ( t b r n a q x ! h ?) -- ; last an amount of time based on the skill, I believe. ; ; Each time a Gladiator goes berserk it also drains a ; ; bit of their fatigue, so should a gladiator be too ; ; tired he would be unable to berserk. The charge is a ; ; Gladiator attack, which can be modified by a Gladiator ; ; a nice bit of damage, but takes a bit longer to reset. ; ; I have heard that the time it takes a Gladiator to be ; ; able to charge again is based either on wisdom, or more; ; likely, their disipline. Gladiators, if able to, often; ; prefer to wield the bloody steel axe, one in both ; ; hands, usually. The Gladiators can also concentrate ; ; on their weapons, and not take their unarmed skill into; ; account. I believe this process is called 'gunarmed ; ; on/off'. ; ; ; ; From memory, I recall the Gladiator guild home to be a ; ; rather small one, located west and upstairs of where ; ; Brutus stands. South of the stairs is the board room ; ; and chest which serves as a storage place for weapons, ; ; and still farther south is where Gladiators sleep. ; ; East of the board/drop room is the meditation room, ; ; where Gladiators are also able to change the ; ; descriptions of their charge attack. East of the ; ; stairs is the improving room, where a trainer instructs; ; Gladiators in the ways of combat. North of Brutus is ; ; the arena, where one can fight without chance of death.; ; There are also a section of seats, where people may sit; ; and watch the battles in the arena. The guild itself ; ; can be reached by taking the dragonship from Re Albi, ; ; then heading as far east as possible, then travelling ; ; north. Or, from Cove, as far south as possible, then ; ; taking the road east as far possible, then north to the; ; guild. ; ; ; ; _______________________________________________________;_ ; /_\>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \___/_______________________________________________________/ > read goblin_caves You read the scroll titled "Detailed map of the Goblin Caves". Detailed map of the Goblin Caves, written by Tock on Viresse 13, 3018. ____________________________________________________________________ /\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ | | | _\_| Goblin Caves east of the Army |_ O___| headquarters through the crack |_O | in the mountains. | | | | | | | | | | o These caves are controlled by some | | | of the minions of the Dark Lord. | | o It would seem however that living | | | without masters in their secluded | | o caves has made them lose what tiny | | | minds they may have ever had, some | | o of their numbers will attack all | | | that move within their rooms paying | | o no attention to any rule save their | | | own. All within are of evil align- | | o ment and the Goblin Lord protects | | / what some will consider a Great | | o treasure indeed. | | | | | o | | \ | | o---o---o | | | \ | | o o---o--*Exit* | | | | | o | | / \ | | o G---o---o---o---o | | \ / / | | o o---G---o---o---o | | : / / \ | | | o---o---o---o---o o o---o o Push wall (north) | | | / | | | | B o o o o o---o...o o Pull wall (south) | | \ : \ / : / | / | | S---o o o o---o---o | | : / : / H | | o---o---G o L---o * C | | / : | | | X - o o---o---o 1 | | / | | | | o---o---o---o 4 2 | | / | | | | | o---o---o = P---o---3 | | | | | | | | B - bank = H - passages, where you must search | | S - shop wall few times untill discover | | X - entrance secret door, then pull/push door | | L - lord goblin : ... - hidden passages . pull/push wall | | C - hidden room | | P - entrance to prison * - passage to hidden room. You must | | 1 - Celinder's cell kill Goblin Lord to get to his e | | 4 - guards' room treasure room. An excellent | | G - guards rooms halberd may be found there. | | ( stops from passing ) | | | | | ___| |_ O___| |_O / | | \_/__________________________________________________________________/ > read cont Read what? > read gont You read the scroll titled "The isle of Gont with the rock of Carisca". Maps of Re Albi and surroundings, Gont Castle, and Carisca Island, written by Stern on Narquelie 5, 3018. _______________________________________________________________ / \ \ |\_/___-_______-______/|________--___|\_____-_______-_______/\____/ | | | | | | | This scroll includes a map of Re Albi, the harbour and the | | area north of Re Albi, as well as of Gont Castle and | | Carisca Island. | | | | Re Albi and Surrounding Area | | #-----------------------------------# | | | | Re Albi is fequently visited by Kahedan monks as the | | Kahedan Order is situated near this city. Re Albi itself is | | rather uninteresting except for excellent public services | | such as shops, pubs etc. Weather permitting, a drink on | | the terrace with a view on the town square is a must. The | | city is run by a mayor who frequently has assignments for | | those who seek to lend a hand. | | North of the city near the Kaheda Guild Kato resides, an | | interesting human of evil align, whom you may want to pay | | a visit. | | | | *-T | | | | | |12xn | | Kaheda * | | Order | | | |7xup | | J-K O-P R * | | | |d | | | | | |u |x Q-*-*-S-S * | | * L | | | | | | |%%% * | | *-*-*-* | | | | | *--*--*--* | | * | | | | * | | * | | | | |%% | | *---*---*--*--* | | / | | | | | Gont's *-*-* * *--N | | Forest | | | | | Maze | *-* *-M | | | *-* | \ | | -H- | / \| * | | | -H-* *-I | | | | | \ / | | | * * *-*-* | | | / | | * G-*-*-* | | \ / | | F * | | \ / | | * | | | | | C D--E * Re Albi | | | | | | | | B-*-*-*--*--*--*-* q | | | | | | | | | | A * z w *-*-*----*-p | | | | |\|/| | | | * v--*-s-*--n o | | | |/|\| | | * t--*-r-*--m | | | | | | * l | | | | | * | | \ h | | * |% | | | | | | j i * h -h-h | | | | | | | | k-*-*-*-*-*-*-*-g | | | | | f | | Harbour * | | | Area | e | | u| | | | a--b--c | | d| | | | | | water, go s,se,se,se,s,w to | | reach Carisca Island | | (A on Carisca Island map) | | | | | | % : enter/out s : statues | | %% : climb up/down t : mayor (task master) | | %%%: in/out v : terrace (drinks) | | w : inn (food and rooms) | | d : down z : adventurers guild | -- More -- 100/202 -- ( t b r n a q x ! h ?) -- | u : up A : escort service | | x : exit blocked by dragon B : pub (delivery tours) | | C : brewery | | a : diving tower D : pigeons to hire | | b : ship to Sparkle E : post office | | c : ship to Isle of the Wise F : stables | | e : ship to Pelargir G : woodpecker | | f : Circle Line (Sparkle, H : Gont's Forest maze | | Grey Havens,Pelargir,Re Albi) I : warrior camp | | g : wishing well J : Kato | | h : orc school and playground K : I think a rope is | | i : shed needed to use the | | j : bag maker down exit | | k : cliff, someone in need here L : black dragon | | l : library M : kobolds | | m : smith N : trolls | | n : casino O : Kaheda start room | | o : bank P : Kaheda training room | | p : dragonship to Gar (ring bell) Q : Kaheda barber | | q : shop R : Kaheda chapel | | r : beggar S : Kaheda library | | T : Jhonlee | | | | Carisca Island | | #------------------# | | | | A vulcanic island inhabited mostly by strange creatures, | | grubbs, who pass their time swimming in lava. | | | | % : climb tree | | | c : cave | | c--A--B f : forest | | | | m : mountain top | | c C p : path | | | t : tree (redwood leaf) | | | u v : vulcano | | c----m v--v A : entry point from water | | | | | n,nw,nw,nw,u for diving | | | v | tower (a on Re Albi map) | | f--f--f u | | B : ghost of dwarf king | | |\ | v----v | C : treasure chamber | | % | c | | | | | t----f f------p------p | | | | u u | | | | f f v | | | | | | | | | f--f--f v--v | | | | | | Gont Castle | | #------------------# | | | | Gont Castle is defended by good aligned knights and guards. | | Their defense is rather weak however. Single guards and | | knights attempt to hinder your passage on several locations | | which is annoying more than effective. | | The wizard who lives here is a good wizard, who is in the | | possession of armours that glow in the dark. | | The entry point of the Castle is A. Entry is obtained using | | a magical transportation system supplied by the statues in | | Re Albi (s on Re Albi map). This way of transport is a spell | | one first needs to earn. | | To leave the castle slide down the pole in D and you will | | find yourself transported to the stables north of Re Albi | | (F on Re Albi map). | | | | u u | | t---t t---t d : down | | x \ / x u : up | | *-g1 *----* x : blocked by guard | | | | | x1: locked grating | | *-*-H | * g : guard rooms | | | | | g1: guard room (autoattack) | | *--*--|-*--* t : tower | | u / | \ u A : entry from statues | | t---t | t---t B : a spirit in need | | x | x C : evil orc children | | | D : slide pole to leave | | t u| t castle | | \ | / E : a dying hobbit who | | *--F----*----* has something to say | | | | | F : slide pole to D | | *--*-* | * G : warlord's office | | | | | | H : good wizard | | * G | g-* | | / | \ | | t | t | | | | | t | t | | \ u|x / | | *--D * * | | | | | | | C--g *----* | | | | | | | B--*----A * | | / \ x,x1 | | t t-----E | | d | | ___ _____ _________ _________________ _______________ _______| |/\ - |/ - |/ - \ -- More -- 200/202 -- ( t b r n a q x ! h ?) -- \\_| | \/_______________________________________________________________/ > read heralds_of_the_valar You read the scroll titled "A scroll about the so called Heralds of the Valar". A scroll about the so called Heralds of the Valar, written by Khayman on Lotesse 22, 3018. ______________________________________________________________ / \ \ //_| | |\-/___-_____/|_____-_____--______|\_______________-___--_______/ \ \ | | | The Servants of the Secret Fire | | #-------------------------------# | | | | This scroll is about those calling themselves Heralds of the | | Valar, also claim to be Servants of the Secret Fire. They are| | a weak group consisting of humans, elves and hobbits. Goblins| | gnomes and dwarves are not allowed into their puny Society. | | These so called Heralds, are weak alone, their prayers are | | nothing compared to the gifts of the Dark Lord. Though, they | | are not to be underestimated, since combined with other | | groups, such as the cursed rangers, they can be effective. | | | | The home of the Heralds, is located in a tree near Grey | | Havens. They are known to wear flowing white robes, though | | not hooded as we do. | | | | Their Purpose: | | Their objective is to unite elves, humans, dwarves and | | hobbits against the Dark Lord. This objective will hardly | | done though, since the dwarves are scattered all over the | | realms, aswell as the human and elves. The hobbits might all,| | except a few, be gathered in Middle Earth, but they make a | | a small threat towards the Dark Lord and His minions. | | | | The Prayers: | | The Heralds pray to the different false Valar, such as Manwe,| | Ulmo and Lorien. Their prayers are often answered though, and| | known effects have been: | | - Healing | | - Cleansing | | - Protection | | - Calling for a messenger | | - Calling for peace | | - Calling for light | | - Determine if someone is serving Melkor | | - Farsight | | | | Their ranks: | | The ranks inside this society of so called Heralds, is of | | little importance. All inside the society are of equal worth | | and orders are not given. There have no council of any sort | | in the guild. | |..............................................................| | I hope this scroll will be of use for the Society and please | | the Nine. | | In Service | | Khayman, Servant of Morgul | | | /_____ ______ _________ ___________ _________ ___ ____ ____/ |/ \ |/ - -- \| - -- - \ \\_| | \_/___________________________________________________________/ > read heralds_of_valar You read the scroll titled "The guild of the Heralds of the Valar". The guild of the Heralds of the Valar, written by Eleron on Ringare 3, 3018. -- This scroll is rewritten by order of Lord Morbeche in the format set forth by Lord Saura-Er!. ------------------------------------------------------------------------ | | | The Heralds of the Valar | | | | by | | | | Eleron | | | | | | Prelude | | ======= | | | | The Heralds of the Valar are a weak group of good aligned | | individuals who worship the lesser member of the Valar. | | They do little as a guild and are hardly noticed by those | | travelling within the shire areas they frequent. They | | offer 'religious' ties to adventurers who desire such and | | require only the approval of a single member to join. What | | follows is an analysis of their guild. | | | | | | Beliefs | | ======= | | | | The Heralds follow the lesser Valar and hold that these | | are the creators of the earth as we know it. They also claim | | that the Dark Lord ruined thier first great creation long ago | | in the age of lamps - thus creating the war between the two. | | The complete basis for their belief is included after this | | text in the original form as taken from the library of the | | Heralds. | | | | | | Structure | | ========= | | | | The Heralds have a central ruling body but do not distinguish | | among the membership. Titles within the Heralds are based | | solely on experience gained through questing and combat and | | the number of members at any given title is not limited in | | any way. The central ruling body serve only to provide | | guidelines for the society as a whole and to adress growth | | and other guild related issues that may arise. The guild | | is a Layman guild and members hail from all the non-evil | | aligned guilds of the realms with the majority being rangers. | | Members pay a tax of 14%. | | | | | | Politics | | ======== | | | | There is little evidence of politics within the Heralds as | | most members focus on their primary guild and do not devote | | great amounts of time to the Heralds themselves. | | | | | | Abilities | | ========= | | | | The Heralds are granted a number of skills as well as some | | spells granted through prayers to the Valar they worship. | | Many of the spells require an herb or outside object in | | addition to the offered prayer. | | | | spellcraft............................superior journeyman | | herbalism.............................superior journeyman | | conjuration spells....................superior journeyman | | divination spells.....................superior journeyman | | life spells...........................superior journeyman | | earth spells..........................superior journeyman | | enchantment spells....................superior journeyman | | abjuration spells.....................superior journeyman | | | | | | The various prayers manifest themselves in the following spells. | | | | 1. Vanahuesta - decrease anger (used to stop a fight) | | requires a brown mushroom | | 2. Lissinen - healing | | requires a huckleberry or kingsfoil | | 3. Engwagalad - cure poison (not very effective) | | requires a huckleberry or athelas | | 4. Haetir - scry | | requires a parsley | | 5. Ondo - protection (turns robe to stone temorarily) | | requires a small rock | | 6. Mel - praise Lorien (makes a flower grow) | | 7. Silme - light (robe will glow for short time) | | 8. Ramar - call messenger (eagle used like our ravens) | | 9. Palandir - lists all Valar in the realms | | 10. Lammen - speak in tongue of amman | | ** Its purpose is unknown | | 11. Khil - know alignment | -- More -- 100/188 -- ( t b r n a q x ! h ?) -- | | | | | Guildhall | | ========= | | | | PO | | / | | / | | L---S---T | | / | | | / exit | | H | | | | H - Herb Master | | L - Library | | S - Start room/board room | | PO - Post office | | T - Training room | | / - Up/Down connections | | | | The guild hall of the Valar is maintained in a large tree | | which has a special door openable only by members. The herb | | master provides pouches which can only be opened by guild | | members. The glade with the tree guild hall is located 3e, | | 2n,nw,n,nw from the west docks in the shire. | | | | | | Analysis | | ======== | | | | This guild in itself poses little of which to be concerned with. | | The few paltry spells prove the weakness of those whom they | | worship and the membership is not joined as a force for any | | purpose. The only real concern is in what guilds the members | | choose as their occupational guild. The healing and scry spells | | have some use - though the healing is a weak version - when | | coupled with skills of a worthwhile occ guild. Disbanding the | | Heralds would be difficult as their membership does not normally | | start from their guild hall thus making them hard to locate. | | Best just to destory them as they appear rather than waste | | energies on such a weak group. | | | ------------------------------------------------------------------------ ----------------------------------------------------------------------------- | History of the Valar | | | | In the beginning, when Ea, the "World that Is", was given substance, | |there came into it a part of the first race. These were the Ainur, or the | |"Holy Ones." in the Timeless Halls, they were beings of pure spirit. When | |they chose to come to Ea, they clothed themselves with earthly bodies. | | | | When the Ainur came to Arda, they divided into two peoples, the | |Valar and the Maiar. The Valar, who numbered fifteen, were the mightiest | |of the two groups. But the Maiar, were more numerous and served the Valar.| |Ancient books tell that when the Valar entered Arda, they | |desired to create a world that was like that which they had perceived in | |the Vision. However, internal strife affected their creation. At last, | |the first kingdom of the Valar was made and they named it Almaren. The | |kingdom was located on an island in the center of a vast lake in Middle | |Earth. Additionally, they created two great lamps to light all of Arda. | |They placed one at the North and one at the South. Thus, the Ages of the | |Great Lamps began. However, one of the Valar, Melkor, revolted and | |destroyed the lamps. All of Arda was plunged into darkness. At the end | |of the Ages of the Lamps, the Valar left Middle Earth and went to the | |Continent of Aman and created a second kingdom. This kingdom surpassed | |that of Almaren. It was in the mountains of Pelori and was called Valinor.| |The gardens, mansions, and all the fair cities were called Valimar. At | |this time, the Trees of Valar were made and lighted all of Alman. | | | | The names of the mightiest of the Valar are: Manwe, the High King | |and the Wind Lord; Varda, Queen of Manwe and Lady of the Stars; | |Ulmo, the Ocean Lord; Aule, Smith and Maker of the Mountains, | |master of all crafts, devisor of metals and gemstones; | |Yavanna, Queen of Aule and "Queen of the Earth"; Namo, also known as | |Mandos, the Speaker of Doom, and God of the Dead; Nienna, sister of | |Mando, Bearer of Grief, Pity, and Suffering, and bearer of Wisdom | |and Endurance; Orome, Tamer of Beasts and the Huntsman. This group | |is known as the Aratar. | | | | The other six and the one who fell are named: Vana, wife of | |Orome and younger sister of Yavanna, and also called the Ever-young; | |Nessa the Dancer, lover of fleet woodland creatures, is Orome's sister; | |Tulkas the Strong, who entered Arda last of all the Valar, is the | |husband of Nessa; Melkor, "He who arises in Might", was the mightest of | |the Ainur. It is he who Sauron followed, and the source of all | |evil in Middle Earth. | | | ----------------------------------------------------------------------------- > read holm_map You read the scroll titled "A Map of the Holm of Sybarus". A Map of the Holm of Sybarus, written by Janice on November 7, 3018. ____________________________________________________________________ /_\ \ /_\| | |\_/___-___-_____/|____--______|\_____-______-__|\_____/\______|\_____/ | | | | | | | A Map of the Holm of Sybarus | | | | scribed by | | | | Janice of Agarwaen, Apprentice | | | | on Sulime 3, 3018 TA | | | | | | -= May this scroll be of benefit to the Society, =- | | -= and please the Nine, and my Master, Herukemi =- | | | | === - Bazaar/Holm Gate | | u - up === | | d - down * | | CS - conch shell | | | h - hut * | | c - cell | | | @ - guarded divable pool * | | w - pushable wall of plants | | | f - faeries * | | tr - tree | | | p - pool * * | | p! - dangerous pool | /| | | a - giant anaconda * * / | | | TL - troloby leader |/ \ / | | | b - bicorn cage * \ * * | | Ch - jumpable chasm | \ / \ / | | n - nemur | *---*------* | | *-* \ / * | | | CS-* / * / * | | / \ * c | * \ | | * * |/ h / \ | | \ | *-* * c \ | | * * \ / / * | | \ \ * @:d--* | \ | | * *-* | | \ * c | | \ \ * c * c / | | | *-*-*tr / \| | c * | | / *-*-*-*-* *-----* / | | * |/ | | * | | / a p! * p-* * / | | *-* | / | | | * | | / | a * * * | | | | p! * | | : *---------* | | \ | a * u * | | | *-* | | | | *--w:f | | |x| * *-* *-* / | | *-* |/ / * | | / \ u...d---*---* | | * | | TL | | | | * / \ | | * \ / * * | | \ *-*..d--* | / | | d |/ \ *--b---* | | :...u \ / | | | *--*--*--*--Ch:n | | \ | | | *--* *--* | | | | Underwater tunnels below | | divable pool | | ------------ | | @ | | : | | * :5d | | | : | | * : | | \: | | u | | / | | *-*-* | | \ | | d | | .......: | | : | | : *-* | | : | \ | | :.u d grotto | | : (w/air) | | : : | | u-*-u | | | | Directions from the Sparkle ship to the Gate of the Holm: | | | | -Go e,e,s,s,s,e,s,se,s,s,se,s,s,se,se,e,n,e,s,,ne,ne,ne. | | -Board the boat that stops there (hit pipe with a weapon | | to quicken the arrival). | | -Ride the boat to the other side and disembark (drop food | -- More -- 100/112 -- ( t b r n a q x ! h ?) -- | in the water to speed the boat). | | -Go up,e,e,s,s,s,s,w,s,s. | | -If the gate is closed, ask the dwarf attendant to open it | | and you are in! | | -If the gate is closed when you wish to leave the Holm, | | simply shout your request to open the gate. | | | | ____ ___ ______ _____ ______ ________ _____ ____ ______ ____/ |/\ - -- |/ - \| |/ - -- |/ \ \\_| | \/_________________________________________________________________/ > read isle_of_the_dead You read the scroll titled "Isle_Dead". Isle_Dead, written by Kunitoki on Yavannie 17, 3018. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | HAIL IN THE NAME OF MELKOR! | | | | | | I S L E O F T H E D E A D | | | | This Island, which only can be reached by being transported | | in a coffin from the Northern Bazaar in Syrabus, looms | | of Darkness, Death and Evil when traveling trough the | | misty moors or at the rocky path, which follows | | the coastline around the Isle. | | For a common mortal, a messy death awaits at the clutches | | of the undead inhabitants from the moors, but the | | servants of the Dark Lord will be met with respect. | | The moors appear barren of herb growth at this time, however | | this may change in the future. | | | | | | :Map: | | | | | | X | | /|\ | | X-X-o-X | | /| | | |\ | | X-o-o-o-o-X | | | | | | | | | | X-o-o-o-o-G G - Iron gate | | /| | | | | X-o-o-o A - Apex | | /| | | | | | X-o-o-o-o-A-o-o C - Coffins | | /| | | | | | | | | | X-o-o-o-o-o-X-o-o P - Pier, boat to northern | | | | | | | |/| | | Bazaar in Syrabus. | | X-o-o-o-o-X-o-o-o | | | | | | | | | | | | | X-o-o-o-o-X-o-o-o | | | | | | | |\| | | X - Path | | X-o-o-o-o-o-X-o-o | | \| | | | | | | | o - Moor/Swamp | | X-o-o-o-o-X-o-o | | | | | | |/| | | | | X-o-o-o-X-o-o-o-C | | /| | | | | | | | | | | X-o-o-o-o-X-o-o-o-X | | | | | | | |\| | | | | | X-o-o-o-o-o-X-o-o-X | | | | | | | | | | |/ | | X-o-o-o-o-o-X-o-X | | | | | | | | | | | | | X-o-o-o-o-o-X-o-X | | \| | | | | | |/ | | X-o-o-X-X-X-X | | \| |/ | | | X-X X | | | | | P | | | | | | May this scroll benefit the Society, please the | | Nine and my Mistress Lady Dintiriel. | | | | In His Service, Apprentice Kunitoki. | | | / / /___ ____ ________ ____________________ _______________ ______/_ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > read kabal You read the scroll titled "A map of Kabal, including the Port District". A navigatorial map of Kabal, including the Port District, written by Inki on Narie 3, 3018. Updated by Toby on Narquelie 29, 3017. ____________________________________________________________ / \ \ /___| | |\_/___-_______-______/|________--___|\_____-______-______/\____/ | | | | | The City of Kabal | | ----------------- | | | | Hail in the Name of Melkor! | | Our Lord, the Master of Darkness, | | And His Servant, by whose hand The | | One was given form, upon whose hand | | It shall soon again appear, have | | shown interest in the distant lands | | of Kalad. This is a place of meek | | service to weak and vulnerable | | dieties. A place easily bent to His | | Rule. I have therefore explored the | | lands and laid out these maps of its | | Capitol City, that our armies might | | begin the process of inducting her | | into His kingdom. | |--------------------------------------------------------------| | Point of Entry: | | The Port District of Kabal. | | | | 1 *-*-*-* | | | | \ | | 2--3 17-*-*-*--*--*--*--10--*--* W W *--*--*-*-* * | | | | X | | | | | | | | | | *--4 9--*---* W *--*--*--* *12 * | | | | | | | | | | | *--W 8--* *-11--* * *---* | | | | | | | *--W C--*--*---* * | | | | | | | | *--5 W *--7 W W--* 13 | | | 6 | | | | | | Closed-*-*-*--*--*--*--*---*--*--*--*--*--*--*-14 | | | | | | | * *---*--* * | | | | | |\ | | | * *---*--* * * | | | | | |/ | | | * *---*--* * | | | | | | 18--*--*--*--*--*---*--*--*--*--*--*--15 | | | | | * | | | | | * | | | | | 16 | | | | 1. Cave Entrance 10. Basket | | 2. Ship to Cove 11. Brewery | | 3. Torch & Lamp Salesman 12. Sail Maker | | 4. Tanner's Shop 13. Shipwright | | 5. Shipping Office 14. Ship to Grey Havens | | 6. Bar 15. Ship to Terel | | 7. Seagull Center 16. Ship to Gondor | | 8. Tattoo Parlor 17. Ship to Emerald | | 9. Netweaver 18. Ship to Raumdor | | | | | | Originally penned by Inki, now updated by my hand. | | The boat to Raumdor and the city of Drakmere is new. | | Be cautious when exploring this new continent. | | | | In Darkness, Morath Naur. | |--------------------------------------------------------------| | | | The City | | | | | | 7--* | | ^ | | B--*--*--*--*--*--*--8--*--*--*--6 | | | | | | | | 31--* 35 * * 33-*-34 * | | | | | | 32 | | | | B--*--*--*--*--*--*--9--*--*--* | | | | / | | | | * * * * ** | | | | / | | | | * * 36-* * * | | | | / | | | | *--*--*--*--*--*--*--*--*--* | | | |30| / | | | | * *--* *-*-*--*--*--* | | | | / | | | B--*--*--*--*---*--*-*--*--*--* | | /| / | | | | | * * * * * * | | / |\ / | | | | | 29 * * * * * 27 * * | -- More -- 100/191 -- ( t b r n a q x ! h ?) -- | \ / | \ / | | | | | | * * * 28 * *-*--*--22 * | | / | \ / / / | \ | | | * circle * * * * *---* | | / road \ / | | | | | | * map * * *-26 * * | | \ follows /\ | |\ | | | | * * * *--*--* * 25 *23 * | | \ | / | \ | / | | | * * * *--*--* *-*--*--*--*--* | | \ | / | \ | | | * * * * 24 * | | \ | / | | | | * * * * * | | \ | / / | | | * * * * * | | \ | / / | | | \ * * * * * | | \ | / | | | | | 1--*---*--*--*--*-*--*--*--* | | | | | | \ | | 2 * 3 4 5 | | | |-- --| | | | | | | | | /| | | P / *\ G | | r / | \ l | | o / | \ a | | m * H* * d | | 29 e / i| \ i | | \ n / g| \ a | | * a * h* * t | | \ d / | \ o 28 | | \ / S| \ r / | | e * t* * * | | / | \ / | | / 19 | 20 \ / | | * *-----*-----* * R | | / / 18 | 14 \ \ o | | / * \ | / * \ W | | / | \|/ | \ | | * *---*---*---*---* \* | | \ / 17 /|\ 13 \ / | | \ / \ / | \ / \ / | | *---* *--*--* *---* | | \ \ / \ | / \ / / | | \ \ 16 \|/ 12 / / | | * *---*---*---*---* * | | \ | /|\ | / | | \ * / | \ * / | | \ \ 15 | 10 / / | | * *-----*-----* * | | \ 21 | 11 / | | \ | / | | * * * | | \ | / | | \ | / | | --*-- | | 1 | | | | | | | | 1. Basket 19. Family Home | | 2. Forge 20. Family Home | | 3. Entrance to Sewers 21. Beggar's Club | | 4. Cordell's Rope Shop 22. Ahkmed's Basket Shop | | 5. SE Guard Tower 23. Barney's Wine Shop | | 6. Caravan Guard Tower 24. Barney's Liquor Shop | | 7. Guard Capt's Office 25. Restaurant | | 8. Caravan Gate 26. Pierce Shop (closed) | | 9. Wizard Stone 27. Gorlag's Weapon Shop | | 10. Hernan's Office 28. Gladiator Arena | | 11. Family Home 29. The Citadel | | 12. Library 30. Slave Market | | 13. Fire Brigade 31. Gatehouse (closed) | | 14. Council of Lords 32. Money Changer's | | 15. Post Office 33. Perfume Shop | | 16. Plaza Bank 34. Inn | | 17. Barracks 35. Trading Company | | 18. City Council 36. General Store | | | | | | | | | | ___ ____ ________ _________________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/_____________________________________________________________/ > read kalamar Read what? > read kalaman You read the scroll titled "Kalaman And Plains". ---------------------------------------------------------------- /\ The City of Kalaman /\ \/ \/ ---------------------------------------------------------------- | | | The city of Kalaman is rather un-interesting. The | | guards and militiamen fight with some skill though they | | are not a great challenge. The only real object of | | interest here is an impressive partisan wielded by the | | gate keeper which is a decent polearm. The area can be | | used for practicing ones combat skills as there are | | quite a few guards and militiamen. | | | | The Port | | *-*-*-T T - Tower | | / 1 - Palanthas | | * 1 3 2 - Vingaard Keep | | |/ / 3 - Flotsam | | * 2 * 4 - Gondor | | \ / | 5 - Khalakor (McDunn) | | I-* 5 * 6 - Closed dock | | \ / | I - Inn (closed) | | * 4 * GG - City gates (see below) | | / \ / | DD - Climb down (see below) | | GG * 6 * | | |\ / / | | * *-DD | | | | K | | S-*-BO S=Smith | | | | | C=Board | | G U *-C-B U GG B=Bank | | \ / | | |\ \ / 1=Gatemaster | | * *-*-* *-*-* 1 U=Exit up to Battlement | | / \ / | \| / \ G=Closed gate | | U * * * * * * U K=Closed | | | \ / | \ / Q=Ally with enterance to | | * * *-*-* * severs | | | / \ / | \ / \ H=Garden | | *-* * P * *-*-*-* F=Path to the Tower of | | | | | | |\ Fistandantilus | | * * * P * * * * P=Palace | | | | \|/ | | \ S=Stairs to second floor | | *-Q * S * | F L=Lords room | | \ \ / | D=Down to first floor | | * *-*-* H BO=Shop (enter booth) | | \ | /|\ W - Push panel (see below) | | W-*-*-*-*-H-H-H Second Floor | | \|/ L | | H | | | D | | | | | | The geography of the plain Estwilde and Iron Delving. | | | | | | DD (to pier area of Kalaman) | | \ | | * | | | | | * | | | | | * | | / | | * | | / | | W - push panel * | | / | | * | | / | | * W * | | \| / | | *-*-*-*-*-*-* | | | | | | | | | | | *-*-*-*-*-*-* | | | | | | | | | | | *-*-*-*-*-*-* | | | | | | | | | | | *-*-*-*-*-*-* | | | | | | | |/ | | *-*-*-*-*-* | | \| |/ \| |\ | | *-* *-*-* | | /| |\ /| | | | | *-*-*-*-*-*-* | | | | | | |/ \|\ | | *-*-*-*-* *-* | | \| | | |\ /| | | | *-*-*-*-*-*-*-* | | \| | | | | | |\ | | *-*-*-*-*-*-*-* | | \| | | |/ | | *-*-*-* * * | | \| |/ \ /|\ / \ | | *-* * *-*-*-* *-*---* TR | | \ /| | |\ \ / \ / \ / | | *-*-*-*-* * * * * | | \ /| | | * *-Pub | | TR - Neidar Training / \| | -- More -- 100/115 -- ( t b r n a q x ! h ?) -- | NG - Neidar guild *-*-*-*-NG | | p - po | | |\ | | S - Shop p S * * | | B - Book on NG / \ | | JR - Join room for NG B * | | \ | | JR | | | | | ---------------------------------------------------------------- /\ City by ladindell modified and improved /\ \/ by Aridhgul \/ ---------------------------------------------------------------- > read khalakor You read the scroll titled "The Domain of Khalakor". _______________________________________________________________ ( ) |-------------------------------------------------------------| | The Domain of Khalakor | |-------------------------------------------------------------| | | | Khalakor has much growing yet to do and so far there are | | only a few things of interest. Perhaps given the weakness | | of the guards His troops might take this land for its port. | | The Blademasters layman guild is located here but this is | | hardly a serious threat to His armies. Blademasters are | | merely those mortals with enough sword skill to 'claim' the | | title and for doing so they are rewarded with a few extra | | sword attacks. | | | | Northern Reaches | | _ | | | | ||-h-h-h-h-h-h-h-h-h-h-h-h-h-h | | |X|X|X|X|X|X|X|X|X|X|X|X|X|\ | | h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h-h | | \|X|X|/ \|X|X|X|X|X|X|/ | | h-h-* *-*-*-*-h-h-h Herbs of the area | | \|X|\ \|X|X|X|X|X|\ ----------------- | | h-h-* *-*-*-*-*-*-* Breadroot | | |X|X| \|X|X|X|X|X|\ Camas, Chicory | | h-h-* *-*-*-*-*-*-* Crocus, Dandelion | | \|X|\ /|X|X|X|X|X|/ Hawthorn | | h-h-* *-*-*-*-*-*-* Horsetail | | \|X| |X|X|X|X|X|X| Licorice | | h-h h-h-h-h-h-h-* Locoweed | | /|X|X|X|X|X|/ Saskatoon | | h-*-*-*-*-h-*-h Tiger Lily | | G - Gates to port |X| | |X|X|\ | | h - varied herbs h-* G-*-h-*-*-*-*-*-h-h | ||,- - closed paths |X| |X|X|X|X|X|X|/ | | h-h h-h-h-h-h-h-h-| | | /|X| |X|X|X|X|X|/ | | h-h-h h-h-h-h-h-h | | /|/ | | h-h-h-h | | | |-------------------------------------------------------------| | | | The city of Port MacDunn | | _ | | | | | *-*-*-*-*-| * | | | | | | | | | | * * * * P A B *-*-*-*-*-*-*-*-* | | | | | | | | | | | | | * * * * * *-E * *-J * * *-*-* | | |\|/| | | | | | | Cells | | *-*-* *-*-*-F * * * | | |/|\| | | | | | | | | *-*-* * * - * * * | | | | | | | | | T-*-* * C *-| * * | | | | | | | | | | .-*-*-*-*-*-*-*-*-*-*-*-*-* | | | | / \ |\ | | * D-* G * H I * | | | | | /| | | | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* | | | | | * Locations | | Docks 1-*-* --------- | | ------- | P - Po | | 1 Kalaman * A - Adv Guild | | 2 Gelan | B - Bank | | 3 Sparkle 2-*-3 C - Smith (clubs for sale) | | 4 Faerie | D - Smith (blades, blademaster)| | 5 Grey Havens * E - Thane of Clan Macdunn | | | F - Board room | | 4-*-5 G - Harbor Master | | H - Inn | | I - Pub T - Bell Tower | | J - Shop | | | | Written in His Service | | by Aridhgul | |_____________________________________________________________| (_______________________________________________________________) > read khiraa You read the scroll titled "The Khiraa'n Guild.". The Khiraa'n Guild., written by Becka on Lotesse 6, 3018. ____________________________________________________________________ / \ \ | | | | /_________________________________________________________________/ | | \ \ \ \ | | | Hail in the Name of Melkor! | | | | The Khiraa Guild. | | | | By | | | | Morwen. | | | | Prelude. | | | | The Khiraa is a guild formed by the Evil Necromancer Gylar, | | Gylar was an evil sorcerer who planned his own death, so that| | he could die and by using his powers become undead. | | By becoming undead Gylars powers became immense, and he | | returned to the "Netherworld plane" to start drawing up | | plans for a circle of powerful lichs who would bring havoc | | upon the living beings that walk the realms. | | | | Structure. | | | | The Khiraa'n council is made up of 5 people, known as the | | " Circle of the Khiraa ", the circle is headed by a Master | | /Mistress, he/she holds the Title of "Circle Mistress". | | The Circle Mistress chooses what other Lichs should become | | "Circle Ancients", there are 3 spaces that must be held by | | by members of the Lich branch, known as Circle Ancients. | | The one remaining space is held by the leader of the Knight | | branch of the Khiraa, known as "The Grand Master". | | | | Just as the glorious Nine of the Society, the Khiraa'n | | "Circle", has power to expell a member if he/she errs. | | Just as the Society, respect and servitude is demanded. | | | | The application system is made up of tests, with starts | | an official application to the Nine, interviews and other | | similar tasks to prove the worth of the appllicant. | | Again, the system is much like the Societys ways. | | | | The Khiraa is a close group that stay close to eachother, | | few are those that know of the Khiraan ways, except for | | for those that hath left the guild, outsiders are viewed | | with suspicion and at times with contempt. | | | | Politics. | | Policy of the guild is decided by the Circle, topics such as | | acceptance of new members, banishments and punishments are | | all decided and carried out by the Circle. | | The Circle Master/Mistress has the final say in all questions| | however, it is common that the Circle Master/Mistress listens| | and takes into account the other circle members opinions. | | | | The Khiraa is an occupational guild, and it takes both slots.| | Training is offered in Polearm,Sword,Dagger,Defence and Parry| | Along with the spell skills that are used, Death, Conjuration| | Transmutation and Spellcraft. | | | | The Khiraa also has a special with which they "gouge" their | | opponents with a weapon, the Lichs can also "move behind" a | | Death Knight while engaging in combat. | | | | The Temple. | | The Khiraa temple is located within the Forest of Shadows, | | a Gatekeeper alerts the members of who enters the temple. | | The upper level consists of different chambers and rooms, and| | there is also a priest that gives out tasks for anyone to do.| | The lower level has fewer rooms, and there is also where the | | Khiraa resides, the entrance into the guildquaters are | | guarded by Doom Knights as well as to high ranked priests. | | | | Analysis. | | | | The Khiraa are an interesting guild, they use magic, rather | | similar to ours, a highly ranked Lich, could be most lethal. | | Allthough not compared to the Masters of the Black Arts, | | The Glorious Nine, they can still be lethal. | | The Khiraa are wary of whom they make friends with, but they | | could perhaps be made into allies to us, when the time comes | | for us, to break down the Gates of the White City. | | | \ \ ___| | \_/_________________________________________________________________/ > read knights You read the scroll titled "The Knights of Solamnia". The Knights of Solamnia, written by Kunitoki on Ringare 1, 3017. _____________________________________________________________ / \____________________________________________________________\ | | | | | | | | | | | The Knights of Solamnia | | | | by | | | | Apprentice Kunitoki | | | | | | | | Prelude | | ------- | | | | | | The Knights of Solamnia are an order of warriors, which | | lurks in Krynn, partially hidden in the Vingaard | | Mountains, in their stronghold known as the Vingaard keep.| | They are mainly known as cowards, known to run rather | | than stand-up and fight, except if they are many, or | | overwhelming in numbers agains a foe. | | | | | | | | Beliefs | | ------- | | | | | | As mentioned, Knights of Solamnia are warriors, basically | | figthing agains Queen Thakisis dragonarmies for | | justise, honour, and order. | | Vingaard Keep, the home of the Knights, is often under | | siege from enemies, but according to them no enemy has | | ever succeded in being even close to conquer it. | | The Knights are well armed and are well trained | | in different weapon-styles and some have the advantage | | of trained warhorses. Proud they are, and somewhat | | dangerous if traveling in packs. The knights are ruled | | by the Grandmaster and the Conclave, which is | | their council. | | | | | | | | Structure | | --------- | | | | | | All members of the Solamnian guild are subjected to | | the rules of the Oath and the Measure. Additional rules | | are added as deemed necessary by the ruling Conclave of | | Knights: the High Warrior of the Crown, the High Clerist | | of the Sword, and the High Justice of the Rose. | | The Knights subscribe to the two codes: the Oath and | | the Measure, a set of rules and ways to think and | | behave. The Oath is simply: "Est Sularus oth Mithas", | | translated to :My Honor is My Life, and the Measure is | | an extensive set of laws, many volumes in length, | | which they 'think'..that defines what honour actually | | means. Of course those ways are heavily abused, and | | almost not taken care of at all by the most of the | | members. | | | | The Conclave, which is their council gathered by | | the highest ranking, and selected knights in each of | | the tree orders. | | The Conclave choose the most fit knight to become the | | Grandmaster of the Knighthood, who is the Master of | | them all, and should be a perfect example for the others. | | | | In battle, Knights who take the field in defense of | | claimed honour and the realm follow the order set | | forth by the Measure. Armies are made up of three | | brigades, each commanded by a Lord Knight from one of | | the three Orders of Knights. All armed persons operating | | under the protection and command of the Knights are part | | of one of these three brigades. | | | | The army is commanded by a Warrior Lord, one of | | the three Lord Knights commanding brigades. The Warrior | | Lord is chosen by the majority vote of the three Lord | | Knight commanders he must exemplify the highest ideals | | of the Knighthood. Recognition of the Warrior Lord is | | made openly in Knightly Council. Should a Lord Knight | | fall in battle, another must step forward and take | | his place. Should the Warrior Lord be lost, then each | | Lord Knight separately commands his own brigade | | until a Knightly Council can be called. | | | | As I mentioned earlier, each Order is supported | | by a God : | | | | Paladine, the God of balance, justice, and defense :Rose | | Kiri-Jolith, the God of just warfare :sword| -- More -- 100/309 -- ( t b r n a q x ! h ?) -- | Habbakuk,God of good nature,loyalty,and the elements :crown| | | | For applicants, an application is posted on | | the application-board, for the Conclave to further study | | his/her background and eventually earlier experiences | | with the applicant. | | Accepted applicants begins as a squire. | | | | The squires duty is to train and learn about different | | weaponstyles, the Oath and the Measure, uses and | | it's meaning. | | | | Once the Conclave finds a squire 'worthy', he | | will be knighted, and placed within the ranks of | | the Order of the Crown. | | | | The Order of the Crown is the lowest ranked order | | of the full Knighthood, then the Order of the Sword, | | which is again average, then we have the Order of the | | Rose, the elite Order. | | | | There are ranks within each order, but none of them | | supports any more power than the name itself. | | | | To advance from the Crown- Order to the Sword-Order, | | a Knight must be of 'Lord' title within the Order, and | | then perform a quest by the Conclave. The Knight must | | follow the same prosedure to advance from the Sword-Order | | to the Rose-Order. Those who fail to abide by the rules | | of the guild are subject to punishment, and in extreme | | cases banishment, by the Conclave. | | | | The Knighthood is an occupational guild, and | | only Humans, Half-elves and Dvarwes may join. | | They look at themselves as an elite-guild, with highly | | respected members who behaves,lives and acts after | | the aspects of their rules and their pitiful Gods. | | | | | | | | Politics | | -------- | | | | | | The GrandMaster deals with the political matters, and | | the upkeep of the Knighthood, together with | | the Conclave. | | | | | | | | Abilities | | --------- | | The Knights are based on their honoured ways of fighting | | and riding warhorses, suited in shining armours with the | | mark of their Order-symbol painted on them. | | They are mainly skilled in the ways of fighting rather | | than being skilled in the art of Stealth. | | | | | | The knights are trained in following skills: | | | | sword.....................................sup.master(guru)| | polearm...................................conf.vet | | club......................................sup.pro | | axe.......................................sup.journ. | | defence...................................conf.vet | | parry.....................................sup.master | | knife.....................................sup.layman | | two-handed combat.........................sup.craft | | unarmed combat............................sup.layman | | blindfighting.............................sup.acolyte | | awareness.................................sup.vet | | | | | | kattack...................................sup.guru | | rescue....................................sup.guru | | block.....................................sup.guru | | | | | | Squires have the following skills: | | | | sword.....................................sup.journ | | club......................................sup.journ | | polearm...................................sup.journ | | defence...................................sup.journ | | parry.....................................sup.journ | | two-handed combat.........................sup.journ | | blindfighting.............................sup.acolyte | | | | | | rescue....................................sup.journ | | kattack...................................sup.journ | | block.....................................sup.journ | | | | | | It's known that the knights sometimes uses warhorses. | | These knights belongs to the cavalery, trained in | | horseriding and mounted combat. The Cavalery is a | | layman-part, which almost all knights join. | | | -- More -- 200/309 -- ( t b r n a q x ! h ?) -- | | | horse riding..............................sup.vet | | mounted combat............................sup.vet | | | | | | If the knight is maximum trained in the art of defence | | and mounted combat, he will have a total of Sup.Guru in | | defence when mounted on a horse. | | It also gives the Knight an extra specialty called | | 'Charge', which increases the knight's physical damage | | in addition to the horse's aid in battle. | | | | | | The knights can block a certain exit in a room | | or an outdoor location by simply standing in the way | | and force back with the shield and body. When blocking | | an exit, the knight must resist the victim's strenght. | | Should the opponent be stronger, then their block will | | likely fail, resulting the victim to push him away and | | then wander off. | | | | | | The special 'kattack', makes them do certain manouvers | | in combat, that inflicts damage to their foes. | | | | The special 'Rescue' allows them to rescue their | | comrades. If A rescues B, B's enemies begin to hit at A. | | | | | | There are rumours about Knights being 'Merciful', | | rendering their victims only unconscious instead | | of slaying them. | | | | | | | | Vingaard Keep | | ------------- | | | | | | h# t# T | | \ | / | | x Gu x | | | | | | | x *(up) x-F | | | | | | | x-BB A-*-L-L P-x | | | | | | | x t-t-IC-t-t PO-x | | | | | | | Sm-x S2 S1 g-IG-g I B x-St | | | | | | | | | | | x-------x------x--------OC--------x------x-----x | | / | \ | | T OG T | | | | | | MAP LEGEND: | | h# knights garden A application board | | B bank BB bulletin board | | F farrier (proposed) g guardhouses | | Gu Gunthar (task master) I inn | | IC inner courtyard IG inner gate | | OC outer courtyard OG outer gate | | L library T towers | | P pigeons PO post office | | S1 armoury S2 general store | | Sm smithy St stable | | t training room (knights) t# training room (public) | | | | Their Keep is well guarded and could withstand sieges | | for long periods. Many have tried, and many have failed | | Conquering the Keep. Of course, on the other hand, when | | our forces charges the keep, it's just a matter of | | time before it's overun like 'Minas Ithil' once was, | | except that this one will be easier. | | | | | | | | Analysis | | -------- | | | | | | The Knights of Solamnia may be sufficiently skilled in | | warfare, but again their fear of being slain in fair | | fight rather than fight unto death renders them weak and | | shaky. They offer no threat to us. They often | | cooperate with the cursed Rangers and the weak Calians | | to 'bring light and justice' as they call their | | crusade of slaughtering and murdering innocent people. | | If they ever decide to 'bring the light of Paladine' to | | Minas Morgul, then the only result they will achieve | | is their own torture, death and perishment. Never again | | shall their weak Gods be able to recover the souls of | | the foolish few who decide to try. | | | | These claimed-to-be-knights are generally stubborn, | | poisoned by the aspects of their evil Gods, and | | cannot be of any use rather than orc-fodder, | | perhaps wallpride, or as target-practice for our | | foot-soldiers. | -- More -- 300/309 -- ( t b r n a q x ! h ?) -- | Foolish as they are, they often let themselves be | | used by the evil Rangers and the weak Calians. | | | | | | May this work benefit the Society, please the Nine and | | my Mistress Lady Dintiriel. | | | _\ \ \/____________________________________________________________/ > read krynn You read the scroll titled "The map of inner tunnels in Vingaard Mountains". A map of the inner tunnels of the mountain range west of Vingaard Keep in Krynn, written by Louie on Narquelie 19, 3017. ___________________________________________________________________ / \ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\ / _; ; \__/_; ; ; West of the Keep of Vingaard is a set of Mountains ; ; which contains a race of dark dwarves. ; ; They seem non-agressive, perhaps even apathetic. ; ; It is undecided whether or not this race of dwarves ; ; can further the Society's aims, but they seem to ; ; pledge allegiance to none of the lesser deities ; ; which inhabit the land known as Krynn. In order to ; ; help other Members' excursions through this area, ; ; I have aquired a map of the mountains. ; ; ; ; ; ; *************************************************** ; ; ; ; Legend: ; ; '*' Denotes a special room/command, which ; ; is followed by a number (ex: *1). ; ; '^' Denotes an exit up, which is connected ; ; to the room with the same letter ; ; (ex: ^B leads up to the other 'B') ; ; 'v' Same as '^', but means down. ; ; (ex: vB connects to the ^B) ; ; (vC may connect to C, which would mean ; ; there is no return exit up) ; ; 'X' Denotes unreachable, a locked door ; ; **************************************************** ; ; ; ; ; ; east wall of ; ; palanthas ; ; \| ; ; p --O--(push (small) stone)--O(Room in wall, above ; ; a | gems in wind tunnel) ; ; l \ / ; ; a O ; ; n / \ (Palanthas entrance and road) ; ; t O ; ; h \ ; ; a O--O ; ; s / ; ; O--O ; ; \ hobgoblin ; ; O-- *1 *1--*2vA lair ; ; | ; ; ^O ; ; / ; ; O ; ; \ ; ; O ; ; | ; ; O ; ; /| ; ; O O ; ; \ ; ; 16se to road ; ; ; ; ; ; ********** ; ; ; ; O ; ; | *5vE ; ; | | ; ; | vC O vD O ; ; / / / / \ ; ; O--*3-- *4vB --O O ^C ^D *5E(to plains) ; ; | | ; ; O | O ; ; / vF1--*6 --O / ; ; ^A | / ; ; / O--vG---O ; ; X (Treasury Room) ; ; ^F1vF2 ^G--vH(page down) | ; ; (painting) O ; ; \ O--O O | X ; ; | (mossy | | ; ; O area) O-- *8^B --O ; ; | ; ; *7--O--X ^F2 | ; ; \ O(pull lever to ; ; O drop to *9) ; ; \ ; ; O ; ; \ ; ; O ; ; \ ; ; O ; ; / | ; ; *9 X ; ; ; ; | ; ; O--O ; ; | ; ; O--O ; -- More -- 100/186 -- ( t b r n a q x ! h ?) -- ; / ; ; O ^H ; ; \ | ; ; O ^I O--X ; ; \ / | ; ; O O ; ; / \ / ; ; O O vI Shop ; ; \ \ | ; ; X O O O ; ; \ | / | ; ; O---O Smithy ; ; | ; ; O--O(Guard Room, w/ ; ; \ a lever) ; ; O(Great Gate) ; ; \ ; ; X ; ; ; ; ********** ; ; ; ; In the East wall of Palanthas there is a room which ; ; has a wall which is mobile. Once inside this 'wall' ; ; room, going down will place you between two gems. ; ; You are in the wind tunnel, and by touching the gems ; ; you will be transported to a cage in Neraka. To get to ; ; the dragon from Neraka to Solace from this cage, you ; ; would go u,u,(open grate),s,w,s,s. Note that this ; ; also works in reverse, as a way to get to Palanthas ; ; from Neraka. ; ; Along the path through the Vingaard Mountains there is ; ; a large rock by the lake, which is possible to squeeze ; ; yourself under. This leads to a hobgoblin hideout, and ; ; a grate which can be bent far enough to allow a person ; ; through. ; ; ********** ; ; ; ; Key: ; ; *1: Squeeze under rock to pass 'tween rooms. ; ; *2: Bend the bars under the table in order ; ; to enter the hole, if you are not hidden ; ; the hobgoblins will stop you. ; ; *3: This is a dead end to the east, but a wheel ; ; here can be turned, which rotates the ; ; exit of the entire room to the east. ; ; Turning the wheel right or left will ; ; eventually reveal the way. ; ; *4: This room rotates, with only one exit. ; ; The wheel which rotates this room is ; ; found in the room marked *8 ; ; *5: Here one can enter the water and swim ; ; down, but not up. It will also ; ; lead outside, 6n of the east-west ; ; road in Vingaard. 2sw of this room ; ; on the plain is a stream, where the ; ; mountain can be climbed, and the ; ; dwarf kingdom entered. You would ; ; end up in the 'X' room by the ; ; Great Gate, assuming the gate is ; ; open. ; ; *6: There is a wall blocking the way ; ; east, but it can be broken down. ; ; *7: Here you can push the wall, and you ; ; will be back by the gems in the wind ; ; tunnel (just above them). ; ; *8: This room rotates as well, the ; ; controlling wheel can be found in ; ; room marked *9. The wheel in this ; ; room rotates the room above, marked ; ; with *4. ; ; *9: There is no exit back south, but a ; ; search of the crates with show a ; ; path south. Searching a total of ; ; three times will reveal a wheel, ; ; which rotates the room marked *8. ; ; ; ; ; ; ***** ; ; Penned this 15th of ; ; Urime of the year 3018 ; ; by Louie the Master Sorcerer ; ; by order of the Lord and King Muldan-Er ; ; ; ; _____________________________________________________________;___ ; /__\ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \____/_____________________________________________________________/ > read magehood You read the scroll titled "Some of the duties of Full Mages.". Some of the duties of Full Mages., written by Caradhras on Narquelie 30, 3018. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | MAGEHOOD | | | | | | Mages are full Members of the Society. They are expected | | to obey all of the rules of the Society. They are allowed | | into the upper levels of the Tower and are able to train | | their skills to appropriate levels. Mages are the true | | backbone of the Society. During their apprenticeship they | | have proven that they indeed know that it means to serve | | our Dark Lord, and are expected to continue to act accord- | | ingly. With their mantle and name come higher expectations | | as well as an increase in power. It is imperative that they | | use their gifts in ways that will please the Nine, or else | | they shall find such gifts removed. | | | | Mages are those who guide the Apprentices of the Society. | | Mages collectively have the responsibility over all | | Apprentices. In the absence of the Master, other Mages | | are to take responsibility for the rearing of an | | Apprentice. We will not have directionless Apprentices | | wandering the realms! If it comes to the attention of | | the Nine that a Mage has allowed an Apprentice to wander | | without guidance, that Mage may expect to be made an | | Apprentice, himself. | | | | An important responsibility of Mages also lies in the area | | of apprentice recruitment. This is an important task as the | | growth of the Society depends on it. See the scroll on | | recruitment for further guidance in this area. | | | | Some of the more common duties of Mages: | | | | Gather herbs for the herbal store. | | | | Concoct potions for the alchemical store. | | | | Gather equipment for use by the Society and for | | offer unto the Nine. | | | | Gather information of the realms. If the Society is | | to be powerful, it must be knowledgable. The Nazgul | | must be able to gain complete knowledge of current | | relevant events by reports from Mages. | | | | Team with Apprentices. The power of the Society is | | in teams. Apprentices must have models to learn | | from. Mages are to take these opportunities to | | learn about the Apprentices. | | | | | | Other duties, temporary and permanent, may be assigned by | | the Nine at any time. | | | | | | | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > read magical_properties You read the scroll titled "Magical Insights from Annatar". Magical Insights from Annatar, written by Caradhras on Urime 18, 3018. ____________________________________________________________ / \ \ I __I I V__I Hail Society of Morgul Mages! I I I I The Dark Lord is a gruelling master, but service I I to him does have it's rewards. One of the greater I I gifts he bestows upon us is that of knowledge. I I Imparticularly knowledge of Magic where this scroll I I is concerned. Even when we are young Annatar will I I bless us with this ability. Here is some of the I I insight that I have gained through my use of our I I spell Arhalgul. I I I I Using the power the Dark Lord has bestowed upon you I I with the words "Waro torgul! Arhalo furion rum!" I I you cast Arhalgul upon the following items: I I I I Weapons: I I Huge Warhammer: Looking at this weapon you will see I I "This hammer-pick has a beak to punch through armour I I with a huge hammer head on the back." I I With arhalgul you see: I I This club seems to be enchanted I I It has better effect when you hit head of your enemy I I It drains his mental energy when you do so I I Eventually it knocks enemy completely down. I I I I Black Heavy Mace: I I This is a large black mace, ice-cold to the touch I I made from some strange metal unknown to you. Veins I I of inlaid gems line the spiked head. I I With arhalgul you see: I I The black mace seems to be magical. I I It is a mace of Elf- and Man-slaying! I I I I Arcane Dagger: I I This ornate silvery dagger is inscribed with mystic I I symbols and strange rune characters. The pommel I I takes the shape of a writhing serpent. I I With Arhalgul you see: I I This dagger is magic. I I It can hold mystic poison. I I I I Bloody Steel Axe: I I A massive steel axe that is completely covered with I I dark, red blood. Several encryptic runes have been I I etched in blood on its pommel. A fierce crimson I I color shines from them. I I With Arhalgul you see: I I The axe is magically enchanted. I I The axe has been magically enchanted to hit and I I penetrate more. I I The enchanted axe has greater hit and penetration I I and has several unique abilities. I I I I Armours: I I Black Platemail: I I A black platemail forged from high steel in the pits I I below Barad-dur for the officers of the Morgul I I Army. You can see a strange magical glimmer I I radiating from the armour. The breastplate shows I I a picture of the Moon disfigured with a ghastly face I I of death. I I With Arhalgul you see: I I The black platemail seems to be magically strength- I I ened. The black platemail seems to be magically I I enhanced to protect against magic spells. The black I I platemail protects against death spells. I I I I Magical Items: I I Crystal Torque: I I With Arhalgul you see: I I The torque is enchanted with divine power. I I It can be used to look at the surroundings of other I I people anywhere in the world using the trigger I I 'scry ' I I I I Zodiac Gem: I I With Arhalgul you see: I I The gem is enchanted so that it can light up the room I I you are standing in. The gem will light up if you I I rub it, it gets brighter the more you rub it. The I I gem will teleport you if you kiss it. The gem will I I wear out after a certain amount of use. To teleport I I wears harder on it than to light it up. You can I I recharge the gem by swallowing it and then regurg- I I itating it after a (long) while. I I I I I I Written in His Honour by, I I Caradhras, Thulorod I I I I __________________________________________________________I__ \/____________________________________________________________/ > read magical_rings_of_the_realms You read the scroll titled "Rings". Rings, written by Kunitoki on Narie 12, 3018. ___________________________________________________________________ / _\ \ | \ | | \_/_. This list is a compilation of scrolls already . | existing in the library made by Bala Er, Saura Er, | . Morbeche, the former member known Nomm, Haidagwath and . | a survey done by me. | . . | List of magical rings in the Realms. | . . | Black-gem ring: | . This ring was enchanted long ago by wizards now long . | forgotten. It has the ability to suck the light from the | . wearers surroundings. This ring is guarded by an ancient . | green dragon before the dragon was easily slayied so that | . His servants could benefit from the ring's powers. But due . | to the dragons apparent lack to guard the ring propperly it | . was replaced by an mightier foe. When battling this dragon . | one should be very careful but to a prepared servant of the | . Dark Lord the dragon is nothing but a interesting fight. . | | . Silver mermaid ring: . | West of the beaches in Gelan one will find a mermaid in need | . of assistance. When you help her get what she is missing you . | will be rewarded with a silver mermaid ring. This ring has | . the magical affect of letting the wearer of the ring breathe . | underwater. Unfortunately the ring's magic only works in | . in the seas of Gelan. . | | | Silver serpentine ring: | . This ring of a long coiled snake, has to this date, . | only been found at the Endoral island. However, since there | . are quite a few who has seen, or even carried this sort of . | ring, it's safe to not call it an artifact. | . It's magical, but it's only ability so far . | recovered is that it gives the Calians the ability to train | . to sup.guru in some skill. Either Polearm or sword. . | | . Thin gold ring: . | The thin gold ring is worn by Kordhek, the | . Slavemaster of Neraka. The ring has many powerful . | spells of protection cast on it and will save its wearer | . many ugly scars. It does however drain quite . | a lot of mana when worn so it is not advised | . to wear it at all times. . | | . Ruby-eyed snake ring: . | This is a ring beautifully crafted from intertwining | . dozens of lengths of silver cord. It twines around the . | ring, making it looks like a snake, and protects | . the wearer from all kinds of fire as well as protect . | him from the element of air. The ring is in | . the possession of Jadestone Doll in the Bazaar. . | | . Kitiara's ring: . | This beautiful ruby ring is carried by the | . Dragon Highlord Kitiara herself. The ring is cursed . | with a spell of teleportation that will, at random | . times, teleport you to any area in . | Genesis without warning. To go by using it provided you do | . not mind visiting numerous places . | before you become teleported close to where you wanted | . to go. The will take affect as soon as you wear the . | ring but will not stop if you take it off. | . . | | . . | Scribed in His service by Gorathir. | . . | | . . / _______________________________________________________________/__ / / \ \ | \_| | \_/_________________________________________________________________/ > read manual You read the scroll titled "How to use Index of names. Updated 97.12.20". How to use Index of names, written by Chmee on Nenime 28, 3019. Updated 97.12.20 by Dintiriel. Version number concerns both Index of Names and Index of Faces. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | The manual of the | | Index of Names | | ~~~ known to ~~~ | | The Society | | Concept by Nwalka Er | | | | | | ~~ Abbreviations ~~ | | | | Occupational Guild Layman Guild Racial Guild | | ~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~~~~~~~ | | A = Angmarian a = Angmarian (dr) = Drow | | C = Calian Knight bm = Blademasters (du) = Dunadan | | DC = Dwarves/Neider Clan c = Cadets (gr) = Grunt | | DK = Khiraa Deathnights d = Disciples (ho) = Adv. Hobbits | | G = Gladiator el = Elementals (kr) = Krynn Racial | | K = Kahedan Priest k = Kahedan Borther (rf) = Red Fang | | KM = Khiraa Mages m = Minstrels (ro) = Rockfriend | | M = Mystic sm = Smiths (te) = Telberin Elf | | MM = Morgul Mages sw = Shadow Walkers (th) = Thanarian | | RN/RI/RG/Rp = Ranger t = Trickers (ti) = Tinkerer | | S = Solamnian Knight th = Hiddukel Thieves (tr) = Traveller | | U = Union of Shadows v = Heralds of Valar (wr) = Wildrunner | | V = Vampires of Emerald | | WHS/RHS/BHS = Wizards of | | High Sorcery. (Krynn) | | (White/Red/Black) | | | | Alliance Rating Race RP(Roleplay) | | ~~~~~~~~~~~~~~~ ~~~~ ~~~~~~~~~~~~ | | ++ = Supreme Ally Hum = Human Rating of 0-10, | | + = Ally Dwa = Dwarf 10 being the highest, | | = Neutral Hob = Hobbit based on individual's | | - = Enemy Gno = Gnome ability to constantly | | -- = Supreme Enemy Gob = Goblin and creatively stay | | Elf = Elf within character | | U = Undead | | | | An * beside a name marks one who is hunted by the Society | | | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read map of ribos You read the scroll titled "Map of the castle and surroundings". Map of the castle and surroundings, written by Toby on Yavannie 14, 3018. ___________________________________________________________ /O_________________________________________________________O\ | | | The well hidden city of Ribos. | | | | I have encountered this city during my travels | | throughout the world. Thou it is hidden it can | | not escape the eye of our master. | | The city it self seems to be quite abandoned. | | I presume it is a deed of our dark Lord, so we | | move our troops there. It is a good outpost. | | The castle itself is habited of a pitiful king | | and his guards, they are exellent training victims. | | | | There are some areas that one should be well | | prepared before entering though, else death could | | come for a visit. | | | | | |---------------------------------------------------------| | MAP 1. | | | | | | X----o----o----o----o----o---o----o----o----o---X | | | \ /| | | o \__________ _____/ o | | | \ / | | | o \ / o | | | o o | | | o \ o o o o / o | | | \| | | | / | | | o o---o---B---o---o o | | | / | \ | | | o o---o o---A---1 o---o o | | | | | | | | o o---o o---o o | | | | | | | | o o---o A o---o o | | | | | | | | | o o---o------2-| o o | | | | | | | | o o---o o---x---o o | | | | | | | X---o---o---o---o---o---x---o---o---o---o---o---X | | | | | o-----------o-----------o | | |\ | | | | | C - | | | | | | | o---o o o---o | | | | | | | o-----o-----x-----o-----x---o---o---G | | | | | | | | o | | | o | o---o | | | o---o | | | | D | E | | | |/ | \| | | o-----o-----x-----o-----o | | | | | F | | | | | | A: Here is a secret passage through the curtain. | | B: Here is a statue that can transport you | | to another room (map 4). | | C: This is the abandoned pub. | | D: This is the abandoned post office. | | E: This is the abandoned bank. | | F: This is a closed entrance to a cave. | | G: The entrance to the city. | | X: A tower. Will be marked with "X" on every map. | | In the towers there are nothing of interest, | | one can go up and down. I will not penn it down. | | It look the sam on all levels exept in the cellar, | | There the towers are connected by underground | | tunnels. | | | | 1: Here you can go up. | | (entrance will be marked with "1" at map 2) | | 2: Here you can go up. | | (entrance will be marked with "2" at map 2) | | | |---------------------------------------------------------| | MAP 2. | | | | X____ o o---a | | \ | | | | b---o----1----o | | | | | | o---o o---o | | | / | | o---o---2---o | | / | | o | | X__________/ | | | -- More -- 100/130 -- ( t b r n a q x ! h ?) -- | | | a: Here is a remarkable tapestry that will take you | | to a special room (map 3). | | b: Here you can retrieve a key that you need to | | enter room a. | | | |---------------------------------------------------------| | MAP 3. | MAP 4. | | | | | o o | o | | | | | | | | o o---o | c---o---o | | / | | | | | | | o---o o---o | o | | \ | | | | U | c: A strange chair | | | that will transport | | U: Entrance up. | you out from here. | | | | |---------------------------------------------------------| | | | The entrance to the city will be found west of | | the city Calathin. Follow the road westwards. | | You will end up by a bush, find a way through | | and soon you will be roaming the streets. | | | | Penned down by Morath Naur, hoping that it will | | be useful to you all. | | _________________________________________________________ \o________________________________________________________o/ > borrow Manual You take a scroll from the shelves. > borrow Manual You must first return the previous scroll you have borrowed! > return manual What do you want to return? > i You are carrying a scroll, a mailreader, a mortar and a scroll labeled 'READ ME!'. > return scroll You return the scroll. > borrow Manual borrow Manual You take a scroll from the shelves. > You must first return the previous scroll you have borrowed! > read scroll How to use Index of names, written by Chmee on Nenime 28, 3019. Updated 97.12.20 by Dintiriel. Version number concerns both Index of Names and Index of Faces. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | The manual of the | | Index of Names | | ~~~ known to ~~~ | | The Society | | Concept by Nwalka Er | | | | | | ~~ Abbreviations ~~ | | | | Occupational Guild Layman Guild Racial Guild | | ~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~~~~~~~ | | A = Angmarian a = Angmarian (dr) = Drow | | C = Calian Knight bm = Blademasters (du) = Dunadan | | DC = Dwarves/Neider Clan c = Cadets (gr) = Grunt | | DK = Khiraa Deathnights d = Disciples (ho) = Adv. Hobbits | | G = Gladiator el = Elementals (kr) = Krynn Racial | | K = Kahedan Priest k = Kahedan Borther (rf) = Red Fang | | KM = Khiraa Mages m = Minstrels (ro) = Rockfriend | | M = Mystic sm = Smiths (te) = Telberin Elf | | MM = Morgul Mages sw = Shadow Walkers (th) = Thanarian | | RN/RI/RG/Rp = Ranger t = Trickers (ti) = Tinkerer | | S = Solamnian Knight th = Hiddukel Thieves (tr) = Traveller | | U = Union of Shadows v = Heralds of Valar (wr) = Wildrunner | | V = Vampires of Emerald | | WHS/RHS/BHS = Wizards of | | High Sorcery. (Krynn) | | (White/Red/Black) | | | | Alliance Rating Race RP(Roleplay) | | ~~~~~~~~~~~~~~~ ~~~~ ~~~~~~~~~~~~ | | ++ = Supreme Ally Hum = Human Rating of 0-10, | | + = Ally Dwa = Dwarf 10 being the highest, | | = Neutral Hob = Hobbit based on individual's | | - = Enemy Gno = Gnome ability to constantly | | -- = Supreme Enemy Gob = Goblin and creatively stay | | Elf = Elf within character | | U = Undead | | | | An * beside a name marks one who is hunted by the Society | | | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > return scroll You return the scroll. > read map of ribos You read the scroll titled "Map of the castle and surroundings". Map of the castle and surroundings, written by Toby on Yavannie 14, 3018. ___________________________________________________________ /O_________________________________________________________O\ | | | The well hidden city of Ribos. | | | | I have encountered this city during my travels | | throughout the world. Thou it is hidden it can | | not escape the eye of our master. | | The city it self seems to be quite abandoned. | | I presume it is a deed of our dark Lord, so we | | move our troops there. It is a good outpost. | | The castle itself is habited of a pitiful king | | and his guards, they are exellent training victims. | | | | There are some areas that one should be well | | prepared before entering though, else death could | | come for a visit. | | | | | |---------------------------------------------------------| | MAP 1. | | | | | | X----o----o----o----o----o---o----o----o----o---X | | | \ /| | | o \__________ _____/ o | | | \ / | | | o \ / o | | | o o | | | o \ o o o o / o | | | \| | | | / | | | o o---o---B---o---o o | | | / | \ | | | o o---o o---A---1 o---o o | | | | | | | | o o---o o---o o | | | | | | | | o o---o A o---o o | | | | | | | | | o o---o------2-| o o | | | | | | | | o o---o o---x---o o | | | | | | | X---o---o---o---o---o---x---o---o---o---o---o---X | | | | | o-----------o-----------o | | |\ | | | | | C - | | | | | | | o---o o o---o | | | | | | | o-----o-----x-----o-----x---o---o---G | | | | | | | | o | | | o | o---o | | | o---o | | | | D | E | | | |/ | \| | | o-----o-----x-----o-----o | | | | | F | | | | | | A: Here is a secret passage through the curtain. | | B: Here is a statue that can transport you | | to another room (map 4). | | C: This is the abandoned pub. | | D: This is the abandoned post office. | | E: This is the abandoned bank. | | F: This is a closed entrance to a cave. | | G: The entrance to the city. | | X: A tower. Will be marked with "X" on every map. | | In the towers there are nothing of interest, | | one can go up and down. I will not penn it down. | | It look the sam on all levels exept in the cellar, | | There the towers are connected by underground | | tunnels. | | | | 1: Here you can go up. | | (entrance will be marked with "1" at map 2) | | 2: Here you can go up. | | (entrance will be marked with "2" at map 2) | | | |---------------------------------------------------------| | MAP 2. | | | | X____ o o---a | | \ | | | | b---o----1----o | | | | | | o---o o---o | | | / | | o---o---2---o | | / | | o | | X__________/ | | | -- More -- 100/130 -- ( t b r n a q x ! h ?) -- | | | a: Here is a remarkable tapestry that will take you | | to a special room (map 3). | | b: Here you can retrieve a key that you need to | | enter room a. | | | |---------------------------------------------------------| | MAP 3. | MAP 4. | | | | | o o | o | | | | | | | | o o---o | c---o---o | | / | | | | | | | o---o o---o | o | | \ | | | | U | c: A strange chair | | | that will transport | | U: Entrance up. | you out from here. | | | | |---------------------------------------------------------| | | | The entrance to the city will be found west of | | the city Calathin. Follow the road westwards. | | You will end up by a bush, find a way through | | and soon you will be roaming the streets. | | | | Penned down by Morath Naur, hoping that it will | | be useful to you all. | | _________________________________________________________ \o________________________________________________________o/ > > read map_of_icewall You read the scroll titled "Map of Icewall in Krynn". Map of Icewall in Krynn, written by Kayt on Nenime 8, 3019. ________________________________________________________ /-\ \ //-\| | |\_/_____-________/|_________-______________-_____________/ | | | MAP OF ICEWALL | | | | | | frozen pond | | / * * * * * * * * * * * * * * | | cleric * * LEGEND * | | |/ * ^ up * | | VILLAGE * * s stairs * | | OF /| * @ entrances to tunnel * | | ICEFOLK * building * # entrances to dungeon * | | \| * I barrier or hidden * | | * * * * * * * * * * * * * * * | | \ | | * | | | | | * cave (Sea of Icewall) | | \ | | | * - *-* * - cave polar bear | | | | \ /| | | * house * *-@ - cave tunnel | | white / \ / | / | |dragon - * * ICE * | | / PLAINS | | * * | | | / \ | | * * * | | / CASTLE | / @cave tunnel | | * ^ | * - * - * | | \ ^ | | \ | | * - ^ - * - * - * - * * ^kinder Pass | | | / / \ / | | To Griffon * -- * * | | \ | | * | | | | | | MAP OF CASTLE | | | | Ground Floor Upper Level | | * * * - * - * - * - * I * - * | | | | | | | | * - * - * - * - * * - * * * | | | | | | | | | * | # * - s - * - * | | * - s - kitchen | | door | | | | | | Dungeon | | * skeletal guards | | | | | * - * - * | | | | | skeleton* - * I * | | | | | manhole # | | | | Underground Lake and Cavern | | | | ~ ~ ~ ~ ~ ~ ~ * ~ | | ~ ~ ~ ~ ~ ~ ~/~ ~ *(up, west then, climb | | ~ ~ ~ * *--* ~ ~ | rope to waterfall) | | ~ ~ ~ \ | / ~ ~ * | | ~ ~ ~ ~ \|/ ~ ~ ~ | | | *----*----0---------*-- | | ~ ~ ~ ~ /|\ ~ ~ ~ | | ~ ~ ~ / | * ~ ~ | | ~ ~ ~ * * ~\ ~ ~ | | ~ ~ ~ ~ ~| ~ *~ ~ | | | |\ | | * *-* | | | | The Icewall, located in the realm of Krynn, can be | | found in the Vingaard Mountains, between Palanthas and | | Spur west of Vingaard Keep. Tis necessary to enlist the| | aid of a griffon, which is easily amused by riddles. | | Inhabitants include not only human villagers whose | | primary trade is fishing, but also thanoi (walrus men) | | and minotaurs. A white dragon also inhabits the region.| | Those who are off guard when happening upon this dragon| | may become paralysed with dragonfear. Dragonfear being | | inconsequential commpared to the fear that his Terrible| | Gaze evokes, this quickly passes. There are no guilds | | in the region, training seems poor. None dared attack | | one of the Dark Lords own. Although the land is frigid,| | survival is not dependent on the wearing of more than | | robes and movement is not impeded by snow and ice. | | There is experience to be gained while exploring the | | region and some equipment can be found laying about the| | castle at times. The cold inhibits the growth of herbs.| | | | May this scroll benefit the Society and the Nine | -- More -- 100/107 -- ( t b r n a q x ! h ?) -- | | | Kayt | |________________________________________________________| /\ /\ \/________________________________________________________\/ > read mastership You read the scroll titled "Some of the roles and duties of Masters in the Society.". Some of the roles and duties of Masters in the Society., written by Caradhras on Narquelie 30, 3018. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | MASTERSHIP | | | | | | | | Mastership is the task of crafting a full Mage from a raw | | apprentice. This is one of the most important duties that | | you shall perform during your time in the Society. This | | will also be one of the most difficult, for not all young | | are capable of performing the same amount and quality of | | work as an apprentice. You may also very well find that one | | lesson that you used in the past with great success will | | provide you with little or no result on a new apprentice. | | The challenge then is to find the right approach to use | | in each situation to produce the best Mage possible. This | | scroll is not intended to be a number of rules set in stone | | for each Master will obviously have their own methods and | | style. Nevertheless, a good Master will at least see to it | | that their students learn proper etiquette, how best to | | please the Nine, and the lesser secrets of the Society. | | It is also necessary to make sure that Apprentices are | | taught to think for themselves and use their own initiative | | at times, as this will be something expected of them later. | | The full bounds of what you may teach them, and help them | | to develop into shall be hindered only by your own travels, | | experiences and knowledge. | | | | Note that the line between Mastership and full Magehood | | is very thin. To an extent, all Mages are Masters of all | | Apprentices. Formal tutelage is the province of the | | individual Master, but all Mages are responsible for the | | upbringing of each Apprentice. | | | | Masters are to assign tasks to Apprentices. Let no | | Apprentice be without a task at any time! If the Master | | feels that his Apprentice has performed well within the | | Society, then he may issue a reward. Rewards may consist | | of the following, but are not limited to these: | | Leave to go slaying, leave to go questing, permission to | | write a scholarly composition, or an increase in rank. | | In general, any privelege that an Apprentice has no time | | for will be considered a good reward by the Apprentice. | | | | A Master is responsible for keeping his Apprentice under | | supervision. If a Master will not be able to enter the | | realms for a period of time, he is to find another Mage | | who will act as that Apprentice's Master for that time. | | | | Masters are responsible for mailing reports to the Nine | | concerning the progress of their Apprentices. Details | | are unnecessary, but a short summary and a general | | impression of how well the Apprentice is performing | | are required. These reports should be mailed every one | | or two weeks. | | | | A completed Mastership will be evaluated by the Nine | | after the evaluation of the Apprentice has been finished, | | be it for ill or for good. The Master will be rewarded | | or punished or not according to his performance in raising | | the Apprentice. It should be stressed here that the Master | | will be judged on his final result, not by the means used to | | achieve such results. | | | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > read mastership_guidelines You read the scroll titled "A guide to the mastering of an apprentice.". A guide to the mastering of an apprentice., written by Vrantimar on January 23, 3019. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | | | Basic Guidelines for Masterships | | | | The following is a basic guideline of teaching Apprentices | | for new Masters. It is outlined in such a way as to allow | | readers to expand their own teaching styles and make them | | effective for each apprentice, as learning abilities are | | found to vary greatly. | | | | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | | | Servant of Morgul: | | The first step of serivce among His elite, and one of | | the most important: Directly after sacrifice, the | | apprentice should be accompanied to conform with eyes, | | skin and the blazing eye on the throat. This should | | be the apprentice's last time outside the Tower until | | it learns more than it knows now. The apprentice | | should then be sent to the library to bury its nose in | | the scrolls from the time it awakes until its eyes are | | so heavy it must sleep. The Focus of study after all | | scrolls are read should lie on the Society Shelf. | | When the apprentice feels competent of what it has | | learned, it should be tasked on the securing of His | | Tower. One method may be to gather equipment and pile | | it at the top of the stairs and give the apprentice | | a set time to sort the items. Another would be to go | | through each room and quiz the apprentice. If the | | apprentice misses even one question/item, it is deemed | | a failed task and is sent to the library for further | | study. | | | | Dark Servant of Morgul: | | After being versed in the Tower ethics and procedures | | the next step for the apprentice is to begin its study | | of herbs. Send the apprentice to the fields of Middle | | Earth in search of useful herbs. When fresh to the | | rank, perhaps only the fields of Northern and Southern | | Ithilien need be harvested at this time. There are | | many detailed scrolls and maps of herbs throughout the | | library that the apprentice has just read, thus negating | | excuses of inability to find something. | | | | High Servant of Morgul: | | After showing an adequate knowledge of herbalism the | | apprentice should now be tested and taught in the arts | | of Alchemy. A common task would be that of concocting | | twenty of each of the Morgul Potions to be presented | | to the Master upon completion each day. Apprentices | | should be already aware that preservation of secrecy | | is paramount, and that they should never concoct a | | potion where mortal eyes may view the process. A | | useful area for this is in the Apprentice Library, | | where the apprentice may research lacking knowledge | | as well as remain away from prying eyes. | | | | Conjurer of Morgul: | | Now that the apprentice is becoming more developed in | | service, it is granted a more powerful gift. Such a | | gift requires an adequate task to familiarize the | | apprentice with it. A suitable task may be to list | | ten of the best places to use Drego Nin, be it for | | tactical advantage, entering a guarded room, or in | | acquiring a needed artifact. | | | | Dark Conjurer of Morgul: | | At this point in the apprentice's learning it is time | | to focus on cartography and getting the apprentice to | | learn the world through the eyes of one of His elite. | | Often times herb maps are the chosen avenue for the | | task of cartography as it demonstrates map making skill | | as well as providing herbal awareness for the entire | | Society. The master must make sure the apprentice | | makes every effort to complete the task in a thorough | | manner. I suggest no less than -SIX- armageddons to | | ensure herbal growth at each location is correct. | | | | High Conjurer of Morgul: | | Now that the apprentice is starting to grow into what | | may become a mage, it should be taken out in the world | | as your companion. If you travel, take the apprentice | | with you. As you encounter Atani, the apprentice will | | see how you interact with those you come across and | | will begin to develop its demeanor and attitude. | | | | Grand Conjurer of Morgul: | | To have reached this stature among the apprentices, | | your apprentice will have had to show some sort of | | promise. By this time, the apprentice should be | | thinking and doing tasks of its own design without | -- More -- 100/185 -- ( t b r n a q x ! h ?) -- | being prompted. If this is not the case, focus must | | be laid upon such, as the Dark Lord does not need idle | | thinking servants with no initiative. | | | | Master/Mistress Conjurer of Morgul: | | At this point the apprentice has two key elements of | | its gifts granted by Him. The apprentice should be | | shown the 'ropes' in using the two newest gifts granted. | | The initiative of the apprentice should be streaming | | out at this point. Anything odd of the Tower should | | be noticed and reported. Nothing in the realms should | | escape the eyes of this alert apprentice. | | | | Sorcerer/ess of Morgul: | | By now the apprentice should be as a full mage in every | | aspect of its being. It should walk, talk and act as | | a mage would without exception. It is this time that | | the focuses should lie heavily on interrogation of the | | Atani. As you travel with the apprentice, with each | | encounter have the apprentice speak with the mortals. | | Critique the apprentices behavior and speech. If | | needed, demonstrate proper etiquette et cetera stopping | | now and as needed to explain any questions. | | | | Dark Sorcerer/ess of Morgul: | | The apprentice should now be tasked of what it thinks | | it is to be a mage. An example of such would be to | | interview full mages in the Tower and gather their | | thoughts of what it takes to be one of His mages. When | | the apprentice feels it has gathered enough information | | a report would be written and submitted for approval. | | A task of this nature should take some time to complete. | | | | High Sorcerer/ess of Morgul: | | In reaching this far the apprentice is considered to be | | important in His plan, however it should never be known | | to the apprentice. Cocky and arrogant apprentices only | | lead to the demise of themselves and their masters. | | The apprentice should now be devising a final task of | | its own. It should be something it considers as its | | strong point or strength in service for example. It | | can be anything from a map to a story of the Liar | | Scribe told properly. Use your own judgement as the | | task should provide a challenge and display the talents | | of your apprentice as well as provide information as | | to its possible place among the full mages. This task | | should span the remainder of the apprentice's time as | | an apprentice. | | | | Grand Sorcerer/ess of Morgul: | | By the time the apprentice reaches this point, you as | | the master should be -MORE- than confident of the | | abilities of the apprentice. At this point, discussions | | should begin to take place in how the apprentice views | | its place in the Society. What avenues of service do | | You and the apprentice see should it be chosen for the | | Rakasul? These are things that need to be determined. | | | | Master/Mistress Sorcerer/ess of Morgul: | | After the completed final task has been submitted and | | approved and it has been agreed upon by the Nine and | | others that this apprentice has shown that it indeed | | possesses knowledge of what it takes to be a Mage and | | can perform as such, the time has come for a name to | | be selected. Afterwhich would come the final and most | | terrible interrogation of the Nine. Remember, the | | failure of the apprentice is your own as well. | | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | | | As all teaching styles vary and some are more strict | | than others, this should be used as a guide. I have | | listed those tasks that have worked for me and a few | | that were given to me when I was apprentice. With this | | vigorous learning period, apprenices can become a great | | and worthy mage of note. | | | | | | ||\/|| | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > read minstrels You read the scroll titled "The August Order of Minstrels". The August Order of Minstrels, written by Astra on Narie 26, 3018. _________________________________________________________________ / \_______________________________________________________________\ | | | | | The August Order of Minstrels. | | | | by | | | | Astra. | | | | | | | | Prelude | | #-------# | | | | The Minstrels are group of people who dwell in palace | | on copse, southwest direction from Calathin city. | | They are traveling all over these Relams focusing on | | the light aspect of channelling the power of Music. | | What follows is an analysis of the guild. | | | | Beliefs | | #-------# | | | | The August Order of Minstrels is a bardic guild. | | Minstrels' life and destiny revolve around of music, | | around the beauty and power of sound captured by | | instrument or the human voice. Their palace has open | | doors for any travelers in these Realms, whose way of | | of life is Light path. | | | | Structure | | #---------# | | | | The August Order of Minstrels has no mortal leader. | | Muses created this guild and Muses only are the | | leaders of Minstrels. | | Their ranking sistem consists of a large number of the | | titles. Titles change in according to expirience, that | | every bard gains. Titles do not hold any power of | | command but while bards are rising titles, they get new | | empty space in their songbook, so they can copy more | | songs (of power or other) in the book. In the beginning | | every member of the guild, has space in the songbook | | only for two (from six possible) songs of power. | | The August Order of Minstrels is a layman guild. | | Muses have blessed them with some powers both offensive | | and defensive yet they are not true warriors and thus | | Minstrels are seeking for occupational guilds which | | complement their abilities. | | | | Politics | | #--------# | | | | Since the Minstrels do not have any mortal leader | | they are almost absent in the world of politics. | | Rumours are there is some sort of peace treaty | | betwen The August Order of Minstrels and | | Disciples of Dark Song but I have not found anything | | about this subject and thus I presume they are not | | realy following this treaty. | | | | Abilities | | #---------# | | | | The Minstrels are skilful bards. | | They offer training in the following skills: | | | | read music...............................superior guru | | language..............................cofident veteran | | instrument repair........................superior guru | | playing..................................superior guru | | singing..................................superior guru | | | | - sing: the ability to sing well. | | - play instrument: the ability to play your instrument | | well. | | - tune/repair instrument: the ability to rapair a | | damaged instrument or tune | | one that has lost its pitch. | | - read music: the ability to read music, especially the | | complex and arcane notation used to scribe | | a Song of Power. | | - language: the ability to speak, read, and write both | | modern and ancient languages. | | The effectiviness of a Song of Power is influenced by | | many factors: singing skill, playing skill are among | | the most importent. | | The Minstrels have six songs of power. | | vibrato - does damage to enemy. | | refresh - makes bard less tired. | | bravuro - rising discipline. | | soothe - healing song. | | pax - peace. | | lux - light. | | | | Guildhall | -- More -- 100/173 -- ( t b r n a q x ! h ?) -- | #---------# | | | | 1 | | | | | 2 | | | | | 3--4--5 | | / | \ | | 6--7 8 9 | | | | | | | a b c | | \ / \ /| | | d e f | | | | 1 - Minstrels board. | | 2 - Pedestals of insruments and podium that holds book | | with history of Minstrels and explanation how to | | join and leave this guild. | | 3 - Pab. | | 4 - Guild halls. | | 5 - Post Office. | | 6 - Training room. | | 7 - Guild halls. | | 8 - Guild halls and there are dais that lead to Dais of | | Minstrels. | | 9 - Start room. | | a - Guild halls. | | b - Guild halls. | | c - Meditation room ('compose myself'). | | d - Guildmaster's board. | | e - Foot of the Minstrels Tower. | | f - Workshop of the minstrels. | | | | The Tower of Minstrels. | | | | B Look from side. North | | | /|\ | | T | | | | | | | T--T South | | | | | e | | | | B - Bell Tower of Minstrels. | | T - Minstrels Tower (Chambers of different types of | songs). | | | | Non-members of the guild are not allowed to go sw from | | from 3 (pab) and sw from b. Also they cannot go to | | upper floors of the Tower of Minstrels. | | | | Analysis | | #--------# | | | | Minstrels are a group of so called 'good' people. | | They used to plunder and slay all unprotected people | | of Middle Earth and also abroad. They force people to | | leave their settlements and run away ...and some of them | | are seeking for protection of Dark Lord. | | Many of Minstrels are our sworn enemies, Rangers. | | Some of them members of Calia. And the rest Gladiators, | | Monks and newbies. | | Many times they dared to take arms against us, | | His servants, and always they were defeated without | | mercy by will and true Power of Dark Lord! But they | | have to wait till real lesson come. | | | | May this scroll please the Nine. | | Forever in Darkness! | | | _\ \ \/____________________________________________________________/ > read mirkwood You read the scroll titled "The complex map of Mirkwood". The complex map of Mirkwood, written by Chmee on Hisime 30, 3017. ____________________________________________________________________ / \>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\ / _! ! \_/_! ********************************************************* ! ! Map of Mirkwood in Rhovanion drawn by ! ! the Redeyed One's hand. ! ! ! ! This scroll has been sketched in order to open a bit for- ! ! gotten route to the lake town of Esgaroth and to Rhun lands ! ! as well. The forest itself though quite safe for an awared ! ! explorer, can be a deadly trap for an ignorant one. Thus I'v ! ! decided to add some advices that can be helpful for a true ! ! follower of Melkor. First of all know ye that Dark Lord en- ! ! shrouded these lands in opaque shadow thick enough even for ! ! mortirio and the legendary great helm of the hawk. The dread ! ! wood's paths are also known of their instability, directions ! ! within the trees become relative and those who lost their ! ! light sources in there haven't been seen later any more. ! ! The environment filled with the evil soul of our Master makes ! ! the way thru extremely exausting. It is also inhabitated by ! ! mischievous spiders, considerably weak but cunning enough to ! ! stun their victims and tie them with their web. Surprisingly ! ! those spiders are goodaligned though the fight with them is ! ! risky and one should avoid it while without a good reason. ! ! One more remark about spiders is that they don't see well in ! ! darknes and thus they don't attack if they can't locate their ! ! victim. ! ! Though the old dwarven road has been neglected, an elvish ! ! path still leads through the green abbys. Following it one can ! ! eventualy go to Thranduil's caves or a bit more to the east to ! ! Esgaroth. ! ! ! ! Mirkwood forrest ! ! General legend: ! ! o - Standard locations with visible obvious exits. ! ! + - Confusing forrest paths. You can move only backwards, ! ! left, right and so on if only you can see in darkness. ! ! # - The old path thru the wood. ! ! B - The bridge over Enchanted river. Beware of it's waters. ! ! Tc - The entrance to Thranduil's caves. ! ! C - Mysterious clearings obviusly prepard for some reason by ! ! accursed Eldars. ! ! ~ - Rivers. ! ! ^,M- Hills and mountains. ! ! D - The ancient fortress of Dol Goldur. ! ! * - The path to Dol Goldur. ! ! ! ! ~ ! ! o-o ~ o-o-o-o-o-o-o-o ^N ! ! ! ! ~ ! ! ! ! ! ! ! ! W ! ! ! o-o-o-+-+ ~ +-+-+-+-+-+-+-+-o-o <---*---> ! ! ! ! ! ! ! ~/ ! ! ! ! ! ! ! ! ! E ! ! o-+-+-+-+-+ ~ +-+-+-+-+-C-+-o So ! ! ! ! ! ! ! ! ~ ! ! ! ! ! ! ! ! ! o-+-+-+-+-+ ~ +-+-+-+-+-+-+-o-o-o ! ! ! ! ! ! ! ! ~~ ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+ ~~ +-+-+-+-+-+-+-+-o-o ! ! ! ! ! ! ! ! ! ~~ ! ! ! ! ! ! ! ! ! o-+-+-+-+-C-+-+-+ ~~~~ +-+-+-+-+-+-+-o Forest ~~~~ ! ! ! ! ! ! ! ! ! ! ! ~~ ! ! river ~~~~~~~~~ ! ! o-+-+-+-+-+-+-+-+-+-+-+ ~~ + Tc o ~~~~~~~~~ ! ! ! ! ! ! ! ! ! ! ! ! ! ~ \! ~~~~~~~~~~ ! ! o-+-+-+-+-+-+-+-+-+-+ ~~~~~~~~~o~~~~~~~~~~~ ! ! ! ! ! ! ! ! ! ! ! ~~ ~~~~~ !~~~~~ ! ! o-+-+-+-+-+-+-+-+ ~ #-#-#-#-#-#-#-o ! ! ! ! ! ! ! ! ! ! ! ~ ! ! ! ! ! ! \ ! ! o-#-#-#-#-#-+-+-+-+ ~ #-#-#-+-+-+-+-o o---o ! ! ! ! ! ! ! ! ! ! ! ~ ! ! ! ! ! ! ! ! \ ! ! o o-+-+-#-#-#-#-#-B-#-#-#-+-+-+-+-+-+-+-o o---o- ! ! ! ! ! ! ! ! ! ! ~ ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+ ~ +-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ~ ! ! ! ! ! ! ! ! ! ! ! ! ! o o-+-+-+-+-+-+ ~ +-+-+-+-+-+-+-+-+-+-+-o Celduin ! ! ! ! ! ! ! ! ! ! ~ ^^ ! ! ! ! ! ! ! ! river ! ! ! o-+-+-+-+-+-+ ~ ^^ +-+-+-+-+-C-+-+-o ! ! ! ! ! ! ! ! ~ ^^M ! ! ! ~~ ! ! o o-+-+-+-+ ^ ^ M +-+-+-o-o ~~ ! ! ! ! ! ! ! ! ^ M ^^ ~ ! ! ! ~~ ! ! ! o-+-+-+-+-+ M ^ ^^M ~ +-+-+ ~ o ! ! ! ! ! ! ! ! ! ^^^M ^^ ~ ~~~~~ ~~ ! ! ! o o-+-+-+-+-+ ^^ ^ ~~~~~~ ~~~~ o ! ! ! ! ! ! ! ! ! ^ Men-i-Naugrim ~ ! ! ! --o---o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o ~ o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ~/ \ ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ~ o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ~/ ! ! o-+-+-+-+-+-C-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o-o ~~ ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ~~ ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ~~ ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ~~ ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-C-+-+-+-+-+-o ! -- More -- 100/186 -- ( t b r n a q x ! h ?) -- ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-C-+-+-+-+-+-o-o-o-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-o-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-o-o-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-C-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-C-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-D-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-*-*-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-+-*-+-+-+-+-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-+-+-*-*-*-*-+-+-+-+-+-+-+-+-+-o ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! o-o-o-o-o-*-o-o-o-o-o-o-o-o-o ! ! ! ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ! ! ! ! Thranduil's caves. ! ! ground floor ! ! ! ! o---o---o o Post office ! ! ! \ ! ! ! Pub o---o o---o---o ! ! ! \ ! ! o o K o---o---o---o ! ! ! ! x ! / ! ! ! o o---o---o---o `H---o---o---o---o ! ! \ / ! \ ! ! `dn ! ! o---o o Shop o o up ! ! \ ! `o-- ! ! o o ! ! ! ! ! Entrance ! ! ! ! Thranduil's caves. ! ! basement ! ! ! ! o Local adventurers' ! ! ! guild ! ! o---o---o Storeroom o ! ! / \ I ! ! ! --o Prison o---o o---o---o---o---o---o---p ! ! \ I / \ ! / ! ! o---o---o o---o---o---o---o---o ! ! ! ! Legend: ! ! H - Main audience hall. You will find a local bulletin board ! ! there. ! ! K - King's chambers. The Marchall offers some commissions. ! ! x - Blocked way. ! ! I - Some locked doors. ! ! p - The trapdoor. Using the forest river that flows below ! ! Eldars transport barrels with wine down the river. ! ! ! ! _______________________________________________________________!_ ! /_\>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \___/_______________________________________________________________/ > read names-a You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ___________________________________________________________________ /_\ \ //_\| | |\_/__-_______-______/|________--___|\____-____-__|\_____/\____-_____/ \ \ | | | Index of Names | | | | | | Name Description Guilds Race Sex RP Ally | | ---------------------------------------------------------------- | | Aaron Impressive square-jawed ----(kr) Hum M -- | | Aaz Dark-eyed black-bearded K--(gr) Gob M -- | | Abernomicom Thinly-bearded --th(--) Elf M 07 | | Acacia Exciting petite Deleted Hum F 08 | | Achdram Fork-bearded white Rpv(tr) Hum M -- | | Achilles Sensible thin-faced Kel(tr) Hum M -- | | Adelaide Elderly voluptuous ----(--) Hum F -- | | Adriel Voluptuous green-eyed D--(ro) Dwa F 07 | | Aeor Sad-faced muscular Cel(kr) Hob M 05 | | Aerith Slender blue-eyed Deleted Hum F 01 | | Ahab Foul-looking red-eyed ----(--) Elf M -- | | Ai Zealous petite Deleted Hum M -- | | Aiesly Delicate dimpled --el(te) Elf F -- | | Airees Slender pointy-eared Deleted Elf M -- | | Airiana Tempered grey-eyed Deleted Hum F 08 | | Aislinn Dark-haired red-eyed MM--(--) Hum F 08 ** | | Aizorana White-haired ebony-skinned U--(--) Elf F 10 ++ | | Akeisha Sinister shadowy Wizard Hum F 08 | | Akiain Young impressive Deleted Hum M -- | | Alban Friendly muscular S--(kr) Hum M -- | | Albrecht Merry young Deleted Hum M -- | | Alcides Mysterious Wizard Hum M -- | | Aldarion Shadowy dark Wizard Elf M -- | | Aldirath Blond-haired blue-eyed G--(--) Elf F -- | | Alexus Voluptuous warm-hearted RIbm(du) Hum F 06 | | Alfred Old barrel-chested Scv(kr) Hum M -- | | Algavins Cordial adolescent --c(kr) Elf M -- | | Alias Dark-eyed muscular RIbm(du) Hum M -- | | Alirux Black-eyed stone-faced RIm(te) Elf M 06 | | Allanon Blue-eyed brown-haired RI--(du) Hum M -- | | Allure Tanned curvaceous BDAth(kr)H-E F 05 | | Aloran Weathered white-haired --sm(tr) Hum M -- | | Alrek Young muscular S--(kr) Hum M -- | | Altschiller Young philosophical ----(--) Hum M 01 | | Alvin Ancient black-eyed ----(tr) Hum M 00 | | Amanita Red-haired light-skinned Deleted Elf F 03 | | Amarie Blond-haired green-eyed ----(--) Elf F 02 | | Amazon Callous ivory-skinned --t(kr) H-E F 00 | | Amberlea Slender high-strung Uk(--) Elf F 10 ++ | | Amberlee White-haired charming Cel(kr) Elf F 02 | | Amelia Quiet dark-eyed Deleted Hum F 00 | | Anarion Impressive blue-eyed ----(tr) Hum M -- | | Anfalas Menacing weathered U--(--) Elf M 06 | | Angeldust Mohawk-haired black Deleted Dwa M -- | | Angelina Red-haired curvaceous --c(tr) Hum F -- | | Angelique Curvaceous long-haired Deleted Elf F 07 | | Angeliique Delicate curvaceous ----(--) Hum F -- | | Angua Slender freckle-faced ----(--) Hum F -- | | Ant Red-eyed bald Scv(tr) Hum M 04 | | Antheox Ancient long-bearded N--(ro) Dwa M -- | | Aphrodisia Voluptuous long-haired K--(--) Hum F 05 | | Aquila Ancient grey-bearded ----(--) Elf M -- | | Aqulia Pointy-eared dark-eyed ----(kr) Ken F -- | | Arandal Barrel-chested squat Deleted Dwa M -- | | Arandel Menacing swarthy Deleted Gob M -- | | Arbitor Ancient dark-eyed RIbm(du) Hum M 07 | | Archidea Angry black Deleted Gob F 04 | | Ardent Impressive young C--(--) Hum M 06 | | Aredhel Young unpredictable ----(tr) Hum F -- | | Ares Massive battleworn RDAk(rf) Gob M -- | | Arethian Chestnut-haired young Kel(te) Elf M 08 | | Argash Blue-eyed ancient Deleted Hum M 04 | | Argor Muscular adolescent MMsm(tr) Hum M 06 ** | | Argyle Philosophical scarred Deleted Hum M 07 | | Arim Black-haired ebony-skinned RIv(tr) Elf M -- | | Arkahan Grey-eyed slender RGv(du) Hum M -- | | Arlan Weathered stocky Deleted Dwa M 06 | | Arman Stout black-bearded Wizard Dwa M 03 | | Art Green-eyed philosophical Gk(tr) Hum M 02 | | Artamir Grey-eyed dark-haired Rp--(du) Hum M -- | | Artemis Exciting black-eyed ----(--) Elf F -- | | Aruman Dark-haired green-eyed G--(th) Hum M 03 | | Arwen Round-faced brown-eyed Wizard Hob F -- | | Asea Long-legged muscular Deleted Hum F -- | | Asena Delicate bony-cheeked --c(--) Elf F -- | | Ashaman Blue-haired yellow-eyed Cbm(kr) Elf M -- | | Asharak Muscular black-haired ----(--) Hum M 07 | | Ashlar Malignant hirsute Wizard H-E M 07 | | Askarwin Impressive cold-hearted Deleted Hum M -- | | Askrius One-eyed short-haired Wizard Elf M -- | | Aspitis Impassive muscular ----(--) Hum M -- | | Astra Swarthy black-haired Deleted Hum M 07 | | Auberon Brown-haired blue-eyed RIv(te) Elf M -- | | Augrey Grey-eyed long haired Deleted Hum M 07 | | Aura Impressive bald Deleted Hum F -- | -- More -- 100/119 -- ( t b r n a q x ! h ?) -- | Aurelia Level-headed young --m(du) Hum F -- | | Aurin Lean menacing Deleted Elf M -- | | Aurora Dirty young K--(rf) Gob F -- | | Auvryndar Pale red-eyed MMth(ti) Gno M 09 ** | | Avatar Black-eyed swarthy Deleted Hum M 02 | | Avathar Blond-haired green-eyed K--(kr) Hum M -- | | Avogadro Ancient pale ----(kr) Hum M 02 | | Azagh Green-skinned menacing Deleted Gob M -- | | Azazel Massive scarred G--(rf) Gob M 01 | | Azmadan Old black-haired --c(--) Elf M -- | | Azmodeus Angry massive Deleted Dwa M -- | | Azog Massive angry ----(--) Gob M -- | | | / / /___ ____ ________ _________ _________ ____ _______ _______ ___/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/___________________________________________________________________/ > read names-b You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Badone Calm grey-eyed Deleted Elf M -- | | Baldur Blond-haired slender ----(--) Hum F -- | | Bamlock Swarthy wrinkled K--(--) Hob M -- | | Banyan Black-bearded old G--(ro) Dwa M -- | | Barek Muscular blue-eyed G--(--) Hum M -- | | Bast Black-haired green-eyed RIm(kr) Elf M 07 | | Bathsheba Energetic voluptuous RG--(--) Elf F -- | | Batrax Stone-faced wizened ----(--) Hum M 06 + | | Becka Dark-haired dark-skinned MM--(--) Gno F 08 ** | | Beer Fork-bearded mohawk-haired ----(--) Gob M -- | | Belar Bald white-bearded RG--(--) Dwa M -- | | Belegurth Haughty black MM--(du) Hum M 10 ** | | Belorin Dark-haired brown-eyed ----(--) Hum M -- | | Benedict Dark-eyed muscular S--(tr) Hum M 04 | | Berginyon Pointy-eared green-eyed Deleted Elf M -- | | Beryl Massive dark-haired ----(--) Hum M 06 | | Bigg Muscular blue-eyed G--(tr) Hum M 00 | | Bildor Brown-eyed black-haired G--(tr) Hum M -- | | Birder Furry energetic --th(rf) Gob M 04 | | Birt Red-eyed bald Gk(ro) Dwa M 02 | | Bix Weathered squinty-eyed ----(rf) Gob M -- | | Blake Impassive swarthy S--(du) Hum M -- | | Blakslee Long-legged calm ----(du) Hum M -- | | Bloodfang Nervous short-legged ----(--) Gob M -- | | Bloodlust Menacing dull Deleted Gob M 00 | | Boca Yellow-eyed tanned ----(--) Hum M 00 | | Bogart Big thick-haired ----(tr) Hum M 03 ++ | | Bonk Middle-aged calm Km(--) Hum M 04 + | | Bombur Short-armed short-legged ----(ro) Dwa M 03 | | Boboo Muscular thick-armed Wizard Hum M 00 | | Booger Spindly long-armed ----(--) Gob M -- | | Boroda Brown-eyed muscular Cm(tr) Hum M -- | | Bracht Black-eyed muscular G--(tr) Hum M -- | | Brasidas Grey-eyed menacing ----(--) Hum M 06 + | | Brender Black-eyed furry-eared ----(--) Hob M -- | | Brujah Tempered scarred S--(du) Hum M 04 | | Bruno Red-eyed white-haired ----(--) Gob M -- | | Budwise Dark-eyed friendly Cm(--) Elf M 04 | | Bueradin Middle-aged friendly ----(kr) Hum M 02 | | | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read namcs-c Read what? > read names-c You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Cabral Long-armed barrel-chested ????(??) Dwa M ?? | | Cael Wizened black-eyed C??(tr) Hum M ?? | | Caerid Gloomy cold RDA?(tr) Hum M ?? | | Caesar Red-eyed black-haired G??(tr) Hum M ?? | | Cahirim Dark-eyed philosophical ????(??) Hum M ?? | | Cail Wizened black-eyed C??(tr) Hum M ?? | | Caldin Barrel-chested menacing K??(kr) Gob M ?? | | Calfus Tiny hairless ????(??) Hum M ?? | | Calista Long-legged voluptuous Deleted Elf F ?? | | Calvin Ancient K??(??) Hob M ?? | | Camielle Friendly green-eyed ????(du) Hum F 06 | | Caradhras Pale ancient MM??(tr) Hum M 10 ** | | Caric Grey-eyed animated ????(tr) Hum M ?? | | Carpus Thick-armed clean-shaven ??th(kr) Gob M ?? | | Carridin Certified Wizard Hum M ?? | | Casba Swarthy dark-haired Wizard Hum F ?? | | Casca Muscular scarred ????(??) Hum M ?? | | Castiana Slender pale Deleted Hum F ?? | | Castlebeck Friendly blue-eyed ????(??) Hum M ?? | | Catrina Tanned adolescent S??(tr) Hum F ?? | | Catwoman Exciting energetic ????(tr) Hum F ?? | | Cecelia Blue-eyed friendly RG??(??) Hum F ?? | | Celebdraug Middle-aged calm ????(du) Hum M ?? | | Celemir Friendly gray-eyed ????(dr) Elf M ?? | | Celephias Thick-armed massive MMth(tr) Hum M 09 ** | | Celimbor Pale black-haired ????(??) Hum M ?? | | Cerlion Calm red-haired ????(??) Gob M ?? | | Cernicus Young exciting C??(??) Elf M ?? | | Ceron Lean black-eyed K??(??) Elf M ?? | | Chataigne Slender ivory-skinned Deleted Hum F 09 | | Cherok Black-eyed olive-skinned ??k(??) Hum M 07 | | Chmee Red-eyed orange-haired MM??(??) Gob M 09 ** | | Chryne Blue-eyed green-haired ????(??) Hum F ?? | | Chuck Ancient menacing G??(ro) Dwa M ?? | | Cizada Young friendly ????(kr) Hum F ?? | | Clark Scarred black S??(??) Hum M ?? | | Coins Merry Ck(??) Elf M ?? | | Conan Very mighty Wizard Hum M ?? | | Concord Light-skinned slender Rp??(tr) Hum M ?? | | Conn Dour swarthy G??(??) Dwa M ?? | | Consola Friendly middle-aged ????(??) Hum M ?? | | Crazy Blond-haired blue-eyed ????(??) Hum M ?? | | Croft Black-eyed lean Scv(kr) Hum M ?? | | Crunch Dark-eyed calm U??(??) Elf M ?? ++ | | Crystania Angry dark-skinned MMth(tr) Hum F 10 ** | | Cthona Bouncy dimpled ??m(tr) Hum F ?? | | Cthulu Willowy red-haired ????(??) Hum F ?? + | | Cuervo Chestnut-haired green-eyed S??(tr) Hum M ?? | | Cuitlahac Merry long-legged Rpm(te) Elf F ?? | | Czucz Dark-eyed white-haired C??(??) Gob M ?? | | | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-d You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Daermon Exciting young ????(??) Elf M 08 + | | Daernaothor Red-eyed black G??(??) Dwa M 01 -- | | Dahua Calm furtive K??(tr) Hum M ?? | | Damian Muscular dark-eyed ????(tr) Hum M ?? | | Dante Spindly wizened Deleted Gno M ?? | | Dare Dimpled voluptuous V??(tr) Hum F ?? | | Darien Young wizened Km(??) Gno M 08 | | Darth Green-eyed stout ????(rf) Gob M 07 ++ | | Darwin Exciting friendly Deleted Elf M 04 | | Dazalarian Slender grey-eyed K??(??) Hum M ?? | | Deathrose Menacing ebony-skinned Deleted Gob F ?? | | Decius Black-robed hooded Wizard Hum M ?? | | Delacroix Angry black-skinned ????(??) Gob M ?? | | Den Black-eyed calm ????(tr) Hum M ?? | | Denbarra (shadowy veiled) V??(du) Hum M 10 ++ | | Denethor Ebony-skinned black-haired ????(??) Gob F ?? | | Denis Blue-haired blue-eyed Wizard Elf M ?? | | Deproelius Massive angry K??(rf) Gob M ?? | | Dethraine Menacing black-bearded ????(??) Hum M ?? | | Digit Ancient dark-skinned U??(??) Elf M ?? | | Dik Grey-eyed merry K??(??) Hob M ?? | | Dinin Muscular green-eyed ????(??) Hum M ?? | | Diri Calm yellow-eyed PT??(du) Hum F 07 | | Dominique Quiet shy ????(??) Hum F ?? | | Dordon White-haired ebony-skinned U??(??) Elf M ?? | | Dornoff Calm impressive ????(kr) Gob M ?? | | Dragana Green-eyed dimpled ????(??) Hob F ?? | | Dragg Potato-nosed mohawk-haired ????(??) Dwa M ?? | | Dragoon Ancient white-haired M??(??) Hob M ?? | | Draknoir Square-jawed impressive S??(??) Hum M ?? | | Drakon Green-eyed barrel-chested K??(??) Elf M ?? | | Dramli Long-armed blue-eyed G??(ro) Dwa M ?? | | Drax Grey-eyed pale Deleted Hum M ?? | | Drektar Friendly muscular ????(??) Elf M ?? | | Dryden Calm black-eyed Deleted Hum M ?? | | Dubilex Barrel-chested black-eyed Gm(ro) Dwa M ?? | | Dunstable Senile decrepit Wizard Hob M ?? | | Durkin Red-eyed long-legged ??c(tr) Hum M ?? | | Dvoro Grey-bearded stone-faced ????(ro) Dwa M ?? | | | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-e You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Eardondil Old roman-nosed ????(??) Hum M ?? | | Ebola Long haired voluptuous ????(tr) Hum F ?? | | Ecila Wrinkled hunchbacked ????(??) Hum M ?? | | Eden Sinuous black-haired U??(kr) Hum F ?? + | | Ekkehard Young dark-eyed K??(??) Gob M ?? | | Eleanor Black-eyed philosophical Rp??(??) Elf F ?? | | Eleron Stone-faced willowy ????(tr) Hum M 09 ** | | Elfin Purple-haired blue-eyed RI??(??) Elf M 07 | | Elgarhad Green-eyed green-haired S??(??) Elf M ?? | | Elistar Impressive ivory-skinned RG??(??) Elf M ?? | | Elmeric Calm young ??m(??) Elf M ?? | | Elmet Dark-eyed black-haired K??(??) Elf M ?? | | Elrohir White-haired blue-eyed ??v(??) Elf M ?? | | Elroy (No description) MMsm(kr) Hum M ** ** | | Elysa Impetuous dimpled ????(??) Hum F ?? | | Enki Calm impressive G??(du) Hum M ?? | | Epsilon Stone-faced stocky ????(tr) Hum M ?? | | Erebus Bald ebony-skinned ????(??) Gob M ?? | | Erekose Green-eyed dark-haired C??(??) Elf M ?? | | Eriandel Light-haired green-eyed ????(??) Elf M ?? | | Erine Happy go-lucky Wizard Hob M ?? | | Ernie Green-bearded purple-haired Cel(tr) Hum M ?? | | Euphoria Young slender ??m(??) Elf F ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-f You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Faceman Dark-eyed stone-faced ????(??) Hum M ?? | | Fairlight Exciting calm Gel(??) Elf M ?? | | Falcor Talkative calm ??m(??) Elf M ?? | | Falkor Impressive muscular RI??(??) Elf M ?? | | Fatale Blue-eyed furtive ??k(tr) Hum F ?? | | Fatty Big fat Wizard Gno M ?? | | Feijin Dark-haired calm Deleted Hum M ?? | | Feral Dour white-haired ????(??) Elf M ?? | | Ferris Dimpled willowy G??(??) Hob M ?? | | Fidi Yellow-eyed ebony-skinned ????(du) Hum F ?? | | Fido Ancient purple-bearded K??(??) Dwa M ?? | | Findrihol Green-eyed dark-haired M??(??) Elf M 08 | | Finglas Weathered old Deleted Hum M ?? | | Finwe Tempered Wizard Hum M ?? | | Firefox Young thick-legged ??sm(??) Elf M ?? | | Fisthlandus Red-eyed tempered K??(kr) Hum M 05 | | Flagg Calm scarred ??sm(??) Hum M ?? | | Flex Green-skinned yellow-eyed G??(??) Gob M ?? | | Flippyjoe Dimpled hairless Wizard Hum F ?? | | Forlorn Voluptuous cold-hearted ????(??) Gob F ?? | | Frajola Brown-haired blue-eyed ????(gr) Gob F ?? | | Freya Blond-haired green-eyed C??(tr) Hum F ?? | | Frub Philosophical hook-nosed ??c(kr) Hum M ?? | | Funky Angry menacing G??(gr) Gob M ?? + | | Fwap Black-eyed ancient ????(tr) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-g You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Gadget Talkative round-faced ??t(ti) Gno F ?? | | Gaelan Green-eyed impressive Deleted Hum M 07 | | Galadria Ivory-skinned dark-eyed RIk(kr) Elf F ?? | | Galapagos Long-legged clean-shaven ????(tr) Hum M 08 ++ | | Gallahan Impressive muscular G??(tr) Hum M ?? | | Gallant Impressive long haired ????(tr) Hum M ?? | | Garg Thick-legged massive C??(tr) Hum M ?? | | Garnet Tanned blue-eyed Gm(gr) Gob M 00 - | | Gates Impressive philosophical ????(??) Elf M ?? | | Gector Young energetic Gth(tr) Hum M ?? + | | Geb Nervous angry G??(ro) Dwa M ?? | | Gemma Blond-haired voluptuous S??(??) Hum F ?? | | Gendalf Nervous massive ????(??) Hum M ?? | | Gerakl Muscular green-eyed ????(??) Gob M ?? | | Geraden Cute cuddly Wizard Hob M ?? | | Ghaerdin Heavy impassive ????(tr) Hum M ?? | | Ghent Black-eyed weathered Deleted Gno M ?? | | Gilean Bald red-eyed K??(??) Gob M ?? | | Gilmanor Clean-shaven blond-haired Wizard Elf M ?? | | Giovanni Light squat Deleted Gob M ?? | | Gnarf Tempered hairy K??(??) Gob M ?? | | Gnimsh Talkative young C??(ti) Gno M ?? | | Goldeye White blond-haired ????(??) Gob M ?? | | Golgo Calm black-haired ????(??) Hum M ?? | | Gondalf Blond-haired bandy-legged ????(??) Hum M ?? | | Goody Long-legged long-armed ????(??) Hum M ?? | | Gorboth Black skeletal Wizard Hum M 10 ++ | | Gorgul Calm dark-eyed ????(??) Hum M ?? | | Gork Bandy-legged long-armed ????(??) Gob M ?? | | Goshen (brown-cloaked) RG??(??) Hum M ?? | | Gothik Green-eyed melancholy Deleted Gno F ?? ++ | | Grell Slight thin-faced ????(kr) Hum M 05 ++ | | Gremlin Tempered massive K??(??) Gob M ?? | | Grim Clean-shaven blue-eyed ????(??) Hum M ?? | | Grimace Menacing red-haired ????(??) Gob M ?? + | | Gringo Red-haired red-eyed C??(tr) Hum M ?? | | Growl Furry hunchbacked G??(rf) Gob M ?? | | Gruck Hunchbacked ????(rf) Gob M 08 | | Gruff Mohawk-haired one-eyed ????(??) Gob M ?? | | Guariche Brown-skinned friendly Km(ti) Gno F ?? | | Guincho Jovial brown-eyed RGm(??) Elf M ?? | | Gunilla (shadowy veiled) U??(??) Elf M ?? ++ | | Gurgel Green-eyed green-bearded K??(kr) Dwa M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-jo Read what? > read names-hi You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 14, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Hackerhuck Nervous sad-faced ????(ro) Dwa M ?? | | Hades Old dirty ????(gr) Gob M ?? | | Hadrian Philosophical weathered Cm(du) Hum M ?? | | Haf Big energetic ????(??) Gob M ?? | | Hagbard Impulsive blue-eyed V??(kr) Hum M ?? | | Halb Wrinkled furry MM??(tr) Hum M 09 ** | | Harlot Pale petite G??(tr) Hum F ?? | | Hawk Scarred black RDAth(kr)Gob M ?? ++ | | Hawke Slender ????(??) Hum F ?? | | Hazelnut Red-haired animated Wizard Hum F ?? | | Hecar Impressive ancient ??m(??) Elf M ?? | | Hektor Mohawk-haired red-eyed ??c(??) Elf M ?? | | Hendrix Dark-skinned black-eyed ????(gr) Gob M ?? | | Henry Jovial long haired K??(??) Elf M ?? | | Hettar Very young calm ????(??) Gob M ?? | | Hilda Voluptuous thick-legged ??m(??) Hum F ?? | | Hisssss Calm furtive Kth(tr) Hum M ?? | | Hoax White-haired muscular K??(tr) Hum M ?? | | Hokus Talkative squinty-eyed BDA?(rf) Gob F ?? | | Holiday Pale dour K??(??) Dwa F ?? | | Hunter Skinny energetic Deleted Hum M ?? | | Hutch Long-legged flabby G??(??) Elf M ?? | | | | Igneous Shifty-eyed mischievious Wizard Dwa M ?? | | Igthorne Pale dark-eyed Deleted Hum M ?? | | Ikthar Jovial stout ????(??) Dwa M ?? | | Imrahil Friendly blue-eyed RI??(??) Hum M ?? | | Imriala Dark-skinned lean S??(??) Gob F ?? | | Indi (green-cloaked) RIbm(du) Hum M 05 | | Inki Long-armed Deleted Gob M ?? | | Isatis Dark-haired swarthy RG??(du) Hum M ?? | | Ishizuka Dark-haired voluptuous K??(??) Hum F 01 + | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-jk You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Jaacar Tall solemn Wizard Elf M ?? | | Jadavin Yellow-eyed energetic Ck(tr) Hum M ?? | | Jade Philosophical long-haired ????(du) Hum M 08 - | | Jadzia Black-haired warm-hearted Rpm(??) Elf F ?? | | Jafo Long-armed long-legged RIv(??) Elf M 07 | | Jakle Muscular thick-bearded ????(kr) Gob M ?? | | James Lean tempered Kth(??) Hum M ?? | | Jamison Friendly young ????(??) Hum M ?? | | Janice Gray-eyed dimpled MMth(du) Hum M ?? | | Jantor Muscular tanned C??(ro) Dwa M ?? | | Jaqueuiel Talkative green-eyed C??(??) Elf F ?? | | Jar Black-eyed G??(??) Gob M ?? | | Jarod Ancient dark-haired ????(tr) Hum M ?? | | Javert Calm blue-eyed ??k(th) Hum M ?? | | Jaypeg Calm adolescent Wizard Hob M ?? - | | Jerel Square-jawed furry-eared K??(??) Hob M ?? | | Jerle Impressive blond-haired RI??(te) Elf M ?? | | Jimmy Energetic barrel-chested G??(??) Hum M ?? + | | Joeri Impressive friendly ????(tr) Hum M ?? | | Jooli Impulsive pale Deleted Hob F ?? | | Joost Insane idle Wizard Elf M ?? | | Jordan Friendly blue-eyed ????(kr) Hob F ?? | | Joyce Long-legged thin-armed ????(??) Elf F 0 | | | | Kafka Wizened calm K??(tr) Hum M ?? | | Kammen Thick-haired thick-legged Gk(du) Hum M ?? | | Kammie Friendly brown-skinned C??(du) Hum F ?? | | Kanga Animated bouncy Wizard Hum F ?? | | Karadoc Long-bearded ancient M??(??) Hum M ?? | | Karpath Muscular black-eyed ??th(??) Hum M ** ** | | Karath Shimmering ghastly Wizard Hum M ?? | | Karg Yellow-eyed white-haired ????(??) Gob M ?? | | Karl Friendly massive G??(??) Hum M ?? | | Katan Exciting muscular ??sm(tr) Hum M ?? | | Katanga Blue-eyed friendly S??(??) Hum M ?? | | Kayen Clean-shaven square-jawed S??(du) Hum M 09 | | Kayt Grey-eyed philosophical BDA?(tr) Hum F ?? | | Keleborn Dark-eyed long haired ????(??) Elf M ?? -- | | Kellendil Green-eyed red-haired BDA?(??) Elf M ?? | | Kelnozz Heavy black-eyed ????(??) Gob M ?? ++ | | Khail Blackened-armour clad Wizard Hum M ?? | | Kithkanan Silver-haired blue-eyed C??(wr) Elf M ?? | | Kesor Blond-haired blue-eyed Wizard Elf M ?? | | Khayman Dark-eyed ancient S??(kr) Hum M ?? | | Khoraz Dark-skinned scarred Rp??(??) Hum M ?? | | Ki unknown ????(??) Hum M ?? | | Kit Young blue-eyed Cv(tr) Hum F ?? | | Kitten Furry-eared Deleted Hum F ?? | | Klav Old friendly ????(??) Gno M ?? | | Korlis Slender ebony-skinned Cm(??) Elf M ?? | | Korat Grey-bearded dark-eyed Wizard Dwa M ?? | | Krangh Red-eyed black-haired ????(rf) Gob M ?? | | Krewl Ancient meddlesome ????(??) Hum M ?? | | Kunitoki Yellow-eyed muscular MMth(tr) Hum M 08 ** | | Kuri White-haired calm Rpsm(ro) Dwa M ?? | | Kuti Light merry S??(??) Hum M 08 | | Kyloid Light-haired blue-eyed S??(tr) Hum F ?? | | Kyras Tanned impressive ????(tr) Hum M ?? | | Kysler Big calm K??(tr) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-jl Read what? > read names-l You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Ladindell Ancient unholy ????(??) Elf M 07 | | Laleith Merry blue-eyed S??(??) Elf F ?? | | Lancej Thick-armed blond-haired S??(tr) Hum M ?? | | Larithiel Blue-eyed red-haired K??(tr) Hum F ?? | | Layn Jovial blond-haired Wizard Elf M ?? | | Legalos Light-skinned blue-eyed Deleted Hum F ?? | | Leimgraill (brown-cloaked) RGel(te) Elf M ?? | | Lemo Black-eyed long-legged C??(??) Hob M ?? | | Lenthia Friendly red-eyed K??(??) Elf F ?? | | Lestat Blond-haired pale ????(??) Hum M ?? | | Libra Light tiny ????(??) Gob F ?? | | Lily Tiny dimpled ??c(ho) Hob F ?? | | Lindros Thick-armed blond-haired G??(gr) Gob M ?? | | Liriel Melancholy long-legged K??(dr) Elf F ?? | | Locklear Sinister red-eyed MM??(tr) Hum M 10 ** | | Lorca Pale long-faced Deleted Hum M ?? | | Lordnorwood Massive warm-hearted ????(??) Hum M ?? | | Lothmar Blue-eyed long-legged Deleted Hum M ?? | | Lothos Ancient calm ????(??) Hum M ?? | | Louie Pale slender BDA?(??) Hum M 10 | | Lubu Dark-skinned red-eyed ????(tr) Hum M 08 ++ | | Luther Mustachioed grey-haired ????(tr) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-m You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Macleod Green-eyed black-haired RI??(du) Hum M 07 | | Macros Red-eyed black-haired K??(??) Hum M ?? | | Madman Black-haired blue-eyed Gm(tr) Hum M ?? | | Madmartigan Green-eyed pointy-eared Deleted Hum M 09 | | Magius Young red-eyed ????(tr) Hum M ?? | | Magnoro Short-legged short-armed K??(??) Dwa M ?? | | Magnus One-eyed jovial ????(??) Gob M ?? | | Mammon Squinty-eyed irritable ????(??) Gno M ?? | | Mandelbro Hairy black ????(??) Gob M ?? | | Mandorallen Long haired black-haired C??(tr) Hum M ?? | | Manowar Angry big ????(gr) Gob M ?? + | | Mantis Pale dark-eyed ????(??) Hum M ?? | | Maren Impressive slender ????(th) Hum F ?? ++ | | Marisol Red-haired long-legged Wizard Elf F ?? | | Marlot Angry one-eyed ????(??) Gob M ?? | | Mascio Ancient calm ????(??) Dwa M ?? | | Mathrim (no description) S??(kr) Dwa M ?? | | Max Long-haired blue-eyed M??(??) Elf M ?? | | Mbison Red-eyed yellow-eyed ????(??) Gob M ?? | | Mccleod Thick-bearded barrel-chested Deleted Dwa M ?? | | Mccram Stone-faced weathered Wizard Dwa M ?? | | Mechwarrior Red-eyed menacing K??(gr) Gob M 03 | | Melchar Ancient black MM??(tr) Hum M 09 | | Melric White-haired red-eyed ??m(kr) Hum M ?? | | Mercade Friendly dour Wizard Dwa M ?? | | Merrydock Calm slender ????(??) Hob M ?? | | Mersereau Young animated Cm(tr) Hum M ?? | | Metallica Black black-haired ????(??) Gob M ?? | | Metrx Angry muscular G??(??) Hum M ?? | | Mhead Young muscular ????(??) Gob M ?? | | Mhy (grey-cloaked) Rp??(ho) Hob F ?? | | Mhyrkhaan Mysterious black-robed Wizard Elf M ?? | | Mhyrmarius Scarred weathered Wizard Hum M 08 | | Mickey Stout angry K??(kr) Gob M ?? | | Mikle Friendly long-legged Cel(??) Elf M ?? | | Milehigh Lean clean-shaven Cbm(du) Hum M 05 | | Mim Black-haired stone-faced G??(ro) Dwa M ?? + | | Minion Menacing massive K??(rf) Gob M ?? ++ | | Mistwolf Stone-faced lean G??(kr) Hum M ?? | | Mona Humbly robed Wizard Elf F ?? | | Monika Ancient depressed BDA?(rf) Gob F 00 - | | Morant Ancient white-haired ????(??) Hum M ?? | | Morg Red-eyed bald ????(??) Gob M ?? | | Morrigan Cool nonchalant S??(kr) Hum M ?? | | Morrolan Lean grey-eyed Rp??(tr) Hum M ?? | | Morti Black-eyed white-haired ????(??) Hum F ?? | | Mortimor Tiny angry BDA?(rf) Gob M 07 | | Mortricia Black-eyed black-haired Wizard Elf F ?? | | Morty Impressive dirty ????(??) Elf M ?? | | Moth (black-robed) MM??(tr) Hum M ** ** | | Mountainman One-eyed fork-bearded ????(??) Dwa M ?? | | Mouschka Dark-haired long-legged G??(??) Hum F ?? + | | Mouse Adolescent animated Wizard Hum F ?? | | Mozart Black-eyed pale Gk(ro) Dwa M ?? | | Mylurian Pale red-eyed ????(du) Hum M 05 | | Myrill Massive friendly ????(??) Hum M ?? | | Mystery Spindly long-legged ??c(tr) Hum F ?? | | Mysterion Red-eyed pallid ????(??) Gob M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-no You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Naiad Grey-eyed bouncy Km(??) Elf F ?? | | Nanja Blue-eyed green-eyed G??(gr) Gob M ?? | | Naria Young slender Deleted Hum F ?? | | Nazg Black ????(??) Hum F ?? | | Nergal Dark-eyed black-haired C??(??) Hob M ?? | | Newton Potato-nosed green-skinned MMth(??) Gob M ?? + | | Niewit Swarthy one-eyed ??el(ti) Gno M ?? | | Night Young blond-haired Kth(??) Hum F ?? + | | Nikklaus Ebony-skinned grey-eyed Wizard Elf M ?? | | Nixon Long haired weathered ????(kr) Hum M 06 | | Nogard Ancient slender Wizard Hum M ?? | | Noid Tanned bandy-legged ????(??) Hum M ?? | | Nomm Mohawk-haired slender ????(??) Gob M ?? + | | Nyle Leggy pallid Gel(th) Hum F ?? + | | Nylis Round-eyed melancholy ????(??) Hum F ?? | | | | Ohmsford Calm young ????(??) Hum M ?? | | Olorin White-haired hook-nosed Wizard Hum M ?? | | Oloth Dull big ????(gr) Gob M ?? + | | Opalek Melancholy red-eyed G??(??) Dwa M ?? | | Orion Young grey-eyed K??(??) Hum M ?? | | Orthanc Dirty black ????(??) Gob M ?? | | Osoda Angry muscular ????(??) Hum M ?? | | Owen Middle-aged jovial RI??(du) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-pq You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Panthan Hairless red-eyed G??(rf) Gob M ?? | | Parsalian Pale calm Deleted Hum F 04 | | Peelo unknown Cm(kr) Hum F ?? | | Pegasus Energetic blue-eyed K??(??) Elf F 03 | | Peloquin Massive tempered Deleted Gob M 07 | | Pennywise Exciting impressive Deleted Hum M ?? | | Pharaun unknown ????(??) Elf M ?? | | Philbert Stout red-haired RGsm(??) Hum M ?? | | Pippilotta Green-eyed muscular ????(tr) Hum F ?? | | Pocahontas Red-eyed long-legged ????(??) Elf M ?? | | Ponka One-eyed yellow-eyed Gk(rf) Gob M ?? | | Porta Big-nosed red-haired Wizard Hum M 05 | | Prokop Voluptuous red-haired RG??(wr) Elf F ?? | | Przemko Friendly poppy-eyed K??(te) Elf M ?? | | Pshoddy Olive-skinned heavy Kt(tr) Hum M ?? | | Psyander Purple-bearded massive K??(??) Gob M ?? | | Purple Furtive red-eyed G??(tr) Hum M ?? | | Puzit Merry dimpled RI??(??) Elf F ?? | | | | Qi Young charming ????(??) Hum M ?? | | Qua Melancholy grey-eyed Gt(??) Hum M 00 | | Quark Horned white-haired RI??(kr) Hum M ?? | | Quasigobo Angry hunchbacked ????(??) Gob M ?? | | Quenedor Animated red-eyed ??sm(ro) Dwa M ?? | | Quintas Dark-haired black-bearded Cel(??) Elf M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-r You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Ra Blue-eyed long-haired ????(tr) Hum M 06 ++ | | Raffe Angry angry Deleted Gob M 03 | | Rage Dark-eyed dark-skinned U??(??) Elf M 10 ++ | | Ragul Menacing green-skinned ????(??) Gob M ?? | | Rahvin Middle-aged white-haired ????(th) Hum M ?? | | Rajak Slender green-eyed M??(??) Hum M ?? | | Random (green-cloaked) RI??(tr) Hum M ?? | | Rangorn Orange-haired calm Wizard Hum M ?? | | Raph Red-bearded red-nosed C??(tr) Hum M ?? | | Rapter Blue-eyed slender Gm(tr) Hum M ?? | | Rasputian Black-haired energetic U??(tr) Hum M 08 ++ | | Ratrat Muscular lean RI??(du) Hum M ?? | | Rave Yellow-eyed black-eyed ????(??) Dwa M ?? | | Reficul Dark-skinned red-eyed ????(gr) Gob M ?? | | Remo Grey-haired menacing ??el(kr) Elf M 05 + | | Ren Tiny Deleted Gob M ?? | | Render Menacing knob-nosed Deleted Gob M ?? | | Rhunt Muscular red-haired K??(??) Gob M ?? | | Rikyo Dark-eyed calm Deleted Hum M ?? | | Riper Swarthy black ????(??) Gob M ?? | | Riptide Red-bearded energetic ????(??) Gno M ?? | | Rnan Red-haired blue-eyed G??(tr) Hum F ?? | | Rocque Bouncy furry-eared MM??(kr) Hum F 09 + | | Rod Brown-eyed long-legged MM??(??) Hum M 08 ** | | Roddy Brown-eyed long-legged ????(??) Gob M ?? | | Rodriquez Mustachioed black-haired ????(tr) Hum M ?? | | Rohim Black-robed shadowy Wizard Elf M ?? | | Rollin Long-legged swarthy ????(??) Hum M ?? | | Rosenthal Long-legged thin-armed K??(??) Elf M ?? | | Rosy White-haired black S??kr) Elf M ?? | | Rowan Ivory-skinned red-haired K??(kr) Hum F ?? | | Rubix Animated round-faced ??k(ho) Hob M ?? - | | Rufus Haughty big G??(??) Gob M ?? | | Rugogold Grey-eyed white-haired S??(du) Hum M ?? | | Runeaxe Gray-bearded tempered G??(ro) Dwa M ?? | | Ruselian Black-eyed black-haired K??(tr) Hum M ?? | | Ruskin Tanned green-eyed ??m(du) Hum M ?? | | Rzngkz Short-armed short-legged ????(??) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read namess Read what? > read names-s You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Sab Green-eyed red-haired ????(??) Hum F ?? | | Sadness Tiny green-eyed Deleted Gob M ?? | | Sagan Black-eyed black-haired ????(??) Hum M ?? + | | Salaboa Brown-eyed brown-haired G??(gr) Gob M ?? | | Sarenkir Hook-nosed flabby MMsm(tr) Hum M 08 ** | | Saroc Middle-aged weathered ????(??) Hum M ?? | | Sarom Ancient stout ????(??) Gob M ?? | | Sarr Sinister decadent greater-god Wizard Gob M ?? | | Satan Thick-legged thick-armed ????(??) Hum M ?? | | Saty Ivory-skinned willowy ????(??) Hum M 09 | | Saul Green-eyed young ????(??) Elf M ?? | | Selene Impressive calm Deleted Hum F ?? | | Serif Tiny thin ????(??) Hum F ?? | | Shadowlynx Fiesty silver-haired Wizard Gno F ?? | | Shania Bouncy voluptuous ??c(tr) Hum F ?? | | Shazard Stone-faced muscular ??c(??) Hum M ?? | | Sheliak Ancient gray-eyed U??(??) Gno M ?? | | Sheytansha Ebony-skinned calm Wizard Hum F ?? | | Shivan Gray-bearded ancient ??k(ro) Dwa M 05 | | Shiver Green-bearded middle-aged G??(ro) Dwa M ?? | | Shredder Pointy-eared nervous G??(??) Gob M ?? | | Silme Pale willowy ??c(th) Hum F ?? | | Silvaran Hairy black ????(kr) Elf M ?? | | Sion Wrinkled squinty-eyed K??(gr) Gob M ?? | | Sirra Calm dark-eyed Wizard Hum F ?? | | Skaro White-haired ebony-skinned Deleted Elf M ?? | | Skarsnik Scarred green-skinned ????(??) Gob M ?? | | Skeeve Barrel-chested soft-hearted ????(tr) Hum M ?? | | Skulker Dirty red-eyed ????(rf) Gob M ?? | | Skylark Gray-eyed dark-haired Cel(kr) Elf M ?? | | Slanted Philosophical young ????(??) Elf M ?? | | Smokey Dirty yellow-eyed ????(gr) Gob F 02 | | Snueb Blond-haired red-eyed Gsm(tr) Hum M ?? | | Solinoria Yellow-eyed long-haired ????(??) Elf M ?? | | Songoku Ancient Deleted Gob M 03 ++ | | Soote Black-eyed sad-faced G??(ro) Dwa M 01 | | Sorak Stone-faced black-eyed ????(rf) Gob M ?? | | Sorgum Bald black Wizard Hum M ?? | | Soulreaper Wolf-headed white C??(te) Elf M ?? | | Spader Ancient nervous ????(??) Gno F ?? | | Spazbar Chestnut-haired melancholy Gk(ro) Dwa M ?? | | Spazm Black-eyed muscular Wizard Hum M ?? | | *Spider Massive tempered G??(??) Dwa M 01 -- | | Spike Cold-hearted hunchbacked ??c(??) Gob M ?? | | Spudling Young philosophical ????(??) Gno M ?? | | Squarerute Muscular menacing G??(tr) Hum M ?? | | Steelman Menacing black-eyed ??c(tr) Hum M ?? | | Stern Red-eyed furtive ??sm(tr) Hum M 10 -- | | Stiel Calm muscular K??(??) Hum M ?? | | Stormbrnger Long haired green-eyed Rp??(tr) Hum M ?? | | Straag Swarthy menacing G??(rf) Gob M 03 | | Stralle (shadowy veiled) U??(??) Elf M 08 ++ | | Strider Long-legged philosophical C??(??) Hum M ?? | | Stryder Young lean K??(rf) Gob M ?? | | Sturm Dark-eyed square-jawed S??(kr) Hum M ?? | | Superkim Depressed ebony-skinned ????(??) Gob F ?? | | Sybil White-haired blue-eyed C??(??) Elf F ?? | | Sylvana Voluptuous friendly ????(??) Hum F ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-t You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Taia Blond-haired stone-faced ??sm(tr) Hum F ?? | | Takei Philosophical clean-shaven ??el(du) Hum M ?? | | Talbot Petite dimpled G??(rf) Gob F ?? | | Taldo Thick-haired calm Wizard Hob M ?? -- | | Taleson Long haired blue-eyed Kel(te) Elf M ?? | | Talis Muscular young G??(kr) Hum M ?? + | | Talmeir Ivory-skinned gray-eyed Cm(kr) Elf F ?? | | Talyros Brown-haired green-eyed ??m(te) Elf M ?? | | Taniesha Cold-hearted ivory-skinned Deleted Hum F ?? ++ | | Tanthalas (wolf-headed) impressive Cm(??) Elf M ?? | | Tao Tanned impressive Deleted Gob M ?? | | Tari Green-haired green-eyed ????(??) Elf F ?? | | Tarian Blue-eyed menacing Km(tr) Hum M ?? | | Tarlog Long-beared very old C??(ti) Gno M ?? | | Tear Slender scarred ????(??) Elf M ?? | | Telcontar Tanned young ??k(du) Hum M ?? | | Telamon Gray-eyed stone-faced ????(??) Elf M ?? | | Terissa Green-eyed chestnut-haired RI??(??) Elf F ?? | | Tesla Friendly young K??(??) Elf F ?? | | Teth Confusing dangerous Wizard Hum M 08 | | Thalamus Angry furry K??(rf) Gob M 07 | | Therasin (brown-cloaked) Rp??(tr) Hum M ?? | | Therenody Very young impetuous ??m(kr) Dwa F ?? | | Thorvald Melancholy stone-faced ????(tr) Hum M ?? | | Thunder Red-eyed short-legged Wizard Gob M 05 + | | Tiamat Red-eyed skinny ????(??) Hum M ?? | | Tianor Poppy-eyed pointy-eared S??(kr) Elf F ?? | | Tibbit Furtive small ????(??) Hum M ?? | | Tigr Brown-haired brown-eyed ????(te) Elf M ?? | | Timmain Slender blond-haired C??(??) Elf M ?? | | Tiny Mohawk-haired long-bearded G??(ro) Dwa M ?? | | *Toad Nervous angry ????(??) Gob M 00 -- | | Toadman Thinly-bearded very young ????(??) Gob M ?? | | Toby Impressive red-eyed RG??(??) Hum M 09 + | | Toche Young exciting ????(du) Hum F ?? | | Tock Ghastly skeletal ????(??) Hum M 09 ++ | | Tom Flabby dirty ????(??) Gob M ?? | | Tomer Talkative wizened ????(??) Hob M ?? | | Tommo White-haired white-bearded C??(??) Elf M ?? | | Torque Ivory-skinned blond-haired U??(tr) Hum F ?? ++ | | Trax Blue-eyed tanned C??(tr) Hum F ?? | | Trefan Weathered red-haired ????(??) Hum M ?? | | Trennagin Meddlesome purple-bearded MMth(ti) Gno M 09 ** | | Trekker Energetic young ??m(ro) Dwa M ?? | | Trexler Long-legged long-armed ????(??) Elf M ?? | | Tricky Toothless bald Wizard Hum M ?? | | Trili Red-eyed muscular ????(??) Dwa M ?? | | Trisdan Pallid old K??(tr) Hum M ?? | | Triss Ancient long-haired Cm(??) Elf M ?? | | Tross Menacing grey-eyed ????(??) Hum M ?? | | Tsiar Yellow-eyed calm ??m(tr) Hum M ?? | | Tuathal Red-bearded barrel-chested Gsm(ro) Dwa M ?? | | Tuck Stout black-bearded ??c(??) Dwa M ?? | | Tulix Jovial young Wizard Gob M ?? | | Twilight Calm green-eyed RIv(ho) Hob F ?? | | Twist Menacing muscular Kth(gr) Gob M ?? | | Twolf Muscular young G??(tr) Hum M ?? + | | Tyler Light-skinned muscular G??(??) Hum M ?? - | | Tyr (brown-cloaked) RGm(??) Elf M ?? | | Tyre Massive tiny ????(??) Gob M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-uv You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Ugelplect Dour pallid MMsm(du) Hum M 10 ** | | Ugluk Black-eyed melancholy ????(??) Hum M ?? | | Uhlrag Red-eyed depressed ????(??) Gob M ?? | | Umbar Lean tempered ????(kr) Hum M 08 | | Umbra Red-eyed massive ????(??) Hum M ?? | | Urka Black-haired muscular ????(??) Hum M ?? | | Ursus Long-legged muscular ????(??) Gob F ?? | | | | Valthard (shadowy veiled) U??(??) Elf M ?? ++ | | Varilion Black-haired red-eyed C??(tr) Hum M ?? | | Varn Dour old G??(??) Dwa M ?? | | Varulg Sad-faced black-eyed BDA?(??) Gob M 05 + | | Vassago Massive red-eyed ????(??) Gob M 01 ++ | | Velma Thinly-bearded furry K??(ro) Dwa F ?? | | Vesper (brown-cloaked) ??el(du) Hum F ?? | | Vgi Ancient white G??(rf) Gob M ?? | | Villum Purple-bearded bald G??(ro) Dwa M ?? | | Vivien Long-haired blue-eyed ????(??) Elf F ?? | | Vix (grey-cloaked) RI??(te) Elf F ?? | | Vlady Sad-faced blue-eyed ????(tr) Hum M ?? | | Vorrog Callous ebony-skinned ????(??) Gob M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-wxy You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Wack Stout square-faced K??(tr) Hum M ?? | | Weiss Ancient calm ????(??) Hum M ?? | | Whyte Stout black-bearded K??(tr) Hum M ?? | | Wilma Voluptuous grey-eyed ????(??) Gob F ?? | | Wize Grey-haired green-eyed K??(??) Gob M ?? - | | Woj Thick-armed heavy K??(??) Gob M ?? | | Wojo Blue-eyed young ????(??) Hum M ?? | | Wolfsong Moody furry-eared ????(rf) Gob F ?? | | Wynn Philosophical olive-skinned ????(??) Elf M ?? | | | | Xanador Muscular brown-haired K??(tr) Hum M ?? + | | Xar Big energetic RI??(tr) Hum M ?? | | Xej Scarred dark-haired ????(??) Hum M ?? | | Xena Long haired voluptuous G??(tr) Hum F ?? | | Xeros Menacing dull ????(??) Hum M ?? | | | | Yavanna Slender blue-eyed S??(tr) Hum F ?? | | Yorh Ancient energetic RIv(??) Hum M 06 | | Yserbyttle Long-bearded ancient ????(tr) Hum M ?? - | | Yustarius Black-haired calm ????(??) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-wxz Read what? > read names-wxy You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Wack Stout square-faced K??(tr) Hum M ?? | | Weiss Ancient calm ????(??) Hum M ?? | | Whyte Stout black-bearded K??(tr) Hum M ?? | | Wilma Voluptuous grey-eyed ????(??) Gob F ?? | | Wize Grey-haired green-eyed K??(??) Gob M ?? - | | Woj Thick-armed heavy K??(??) Gob M ?? | | Wojo Blue-eyed young ????(??) Hum M ?? | | Wolfsong Moody furry-eared ????(rf) Gob F ?? | | Wynn Philosophical olive-skinned ????(??) Elf M ?? | | | | Xanador Muscular brown-haired K??(tr) Hum M ?? + | | Xar Big energetic RI??(tr) Hum M ?? | | Xej Scarred dark-haired ????(??) Hum M ?? | | Xena Long haired voluptuous G??(tr) Hum F ?? | | Xeros Menacing dull ????(??) Hum M ?? | | | | Yavanna Slender blue-eyed S??(tr) Hum F ?? | | Yorh Ancient energetic RIv(??) Hum M 06 | | Yserbyttle Long-bearded ancient ????(tr) Hum M ?? - | | Yustarius Black-haired calm ????(??) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read names-z You read the scroll titled "Index of names. Updated 99/07/30". Index of names. Updated 99/07/30, written by Crystania on November 15, 3017. ________________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____-______/ \ \ | | | Index of Names | | Name Description Guilds Race Sex RP Ally | | ------------------------------------------------------------------- | | Zacron unknown Deleted Hum M 08 ** | | Zandrech Gray-bearded impressive ????(??) Hum M ?? | | Zap Unholy decaying ????(rf) Gob UM ?? | | Zar White-bearded friendly G??(tr) Hum M ?? - | | Zarvo Meddlesome wizened ????(??) Hum M ?? | | Zayn Barrel-chested black-eyed ????(th) Hum M ?? | | Zephram Philosophical dark-eyed Wizard Dwa M ?? | | Zeppelin Mohawk-haired muscular K??(ro) Dwa M ?? | | Zethra (shadowy veiled) U??(??) Elf F ?? ++ | | Zeus Green-eyed menacing K??(rf) Gob M ?? | | Zima (no description) Wizard Elf M ?? | | Zingil Gray-eyed calm RIv(??) Elf M ?? | | Zoirenna (green-cloaked) RIm(??) Elf F ?? | | Zugzug Impressive slender Kth(??) Gob M ?? | | Zurt Grey-haired weathered ????(??) Hum M ?? | / / /____ ____ ________ _________ _________ _______ _______ _______ ____/_ |/\ - |/ - \| |/ - - \/ \ \\_| | \/________________________________________________________________________/ > read neidar_guild You read the scroll titled "Counterintelligence report on the Neidar". Counterintelligence report on the Neidar, written by Angelique on January 6, 3019. _____________________________________________________________ / \_____________________________________________________________\ | | | | | Counterintelligence Account of the Neidar Clan | | =================== ======= == === ====== ==== | | | | *********** | | * History * | | *********** | | | | The Neidar Clan is a group of dwarves who were banished | | during the Dwarfgate Wars on the continent of Krynn, and | | thus forced to seek another dwelling place. Following a | | lengthy search of Ansalon, the Clan chose to fight the | | Ogres and Goblins of Estwilde for possession of the lands | | known as the Estwilde Plains, and, after years of brutal | | wars, settled in a place they named Iron Delving. | | | | *********** | | * Customs * | | *********** | | | | As noted above, the Neidar are stubborn, persistent, and | | ferocious warriors. The Neidar deem themselves holy, and | | proudly align themselves with such groups as the Knights | | of Solamnia, the Calian warriors, and the Rebels. The | | Neidar are said to be greedy, and are known to be cunning | | and zealous traders. They generally travel in caravans, | | for the dual purpose of trading and safety in numbers. | | In Iron Delving, the Neidar live as family, and are said | | to willingly defend Iron Delving to the death. The main | | laws or rules are to follow the commands of the current | | Thane, who rules the Neidar and is discussed below, and | | also to maintain peace amongst themselves. | | | | ********************************** | | Leadership and Political Structure | | ********************************** | | | | The Neidar are ruled by one known as a Thane, who is | | elected to this position by the fellow Clan members. | | Consideration for candidates for the position of Thane | | is largely based upon age and wisdom, the term wisdom | | perhaps having a different meaning to the Neidar than | | the traditional usage of the word. The word of the Thane | | is considered law by the Clan. The Thane can term a Neidar | | disgraced for any reason, and is able to banish any Clan | | member as the Thane chooses. For this and other reasons, | | much of the political side of the Neidar include attempts | | to curry the Thane's favour. There are three Advisors | | appointed, and Elders attempt to alter or influence the | | Thane's decisions and gain the Thane's attention or "ear". | | Common topics often debated include the election and | | performance of the Thane, the appointment or choice of | | Elders or Advisors, the acceptance of new Clan members, | | and the banishment of members. Petty disputes that occur | | daily include debates over money and wealth as well as | | perceived power within the Clan. | | | | The elected Thane may be impeached or demoted, if at least | | three of the Advisors or Elders deem the Thane unfit to | | rule the Clan. As one might already be aware, the reasons | | for impeachment or demotion of a Thane vary widely, from | | allowing entrance of members considered unworthy to lack | | of acting upon matters that would benefit the Neidar, and | | so on. | | | | ************* | | * Hierarchy * | | ************* | | | | Titles of the Neidar Clan, from lowest to Thane: | | Blooddbrother/Bloodsister of the Neidar Clan | | Clansman/Maiden of Iron Delving | | Shieldbearer of Iron Delving | | Solemn Shieldbearer of Iron Delving | | Raw Axeman/Raw Axemaiden of Iron Delving | | Axeman/Axemaiden of Iron Delving | | Hardened Axeman/Hardened Axemaiden of Iron Delving | | Bold Axeman/Bold Axemaiden of Iron Delving | | Warrior of the Neidar Clan | | Scarred Warrior/Whiskered Warrior of the Neidar Clan | | Experienced Warrior of the Neidar Clan | | Respected Warrior of the Neidar Clan | | Skilled Warrior of the Neidar Clan | | Fierce Warrior of the Neidar Clan | | Venerable Warrior of the Neidar Clan | | Battlerager of the Neidar Clan | | Stubborn Battlerager of the Neidar Clan | | Wild Battlerager of the Neidar Clan | | Fearless Battlerager of the Neidar Clan | | Mighty Ogreslayer of the Neidar Clan | | Renowned Trollslayer of the Neidar Clan | | Epic Giantslayer of the Neidar Clan | -- More -- 100/228 -- ( t b r n a q x ! h ?) -- | Legendary Hero/Legendary Heroine of the Neidar Clan | | Clan Warleader of the Hill Dwarves | | Clan Chieftain/Clan Matriarch of the Hill Dwarves | | Thane of the Hill Dwarves | | | | NOTE: Those of the Neidar Clan who have earned the rank | | of "Mighty Ogreslayer" are then allowed to receive further | | training in the use of their chosen type of weaponry. | | In common parlance, the Neidar Clan is known as an | | "Occupational Guild" and Clan members are free to choose | | what other interests they so desire, so long as they | | remain what they term "good aligned". | | | | ************* | | * Abilities * | | ************* | | | | To summarize, the Neidar Clan are Dwarves who are both | | warriors and merchants who are said to have lost some | | combat abilities over the ages due to their greed and | | lust for gold. | | | | As stated previously above, Neidars who attain a certain | | rank may become more skilled in their choice of either | | an axe or a club. Axe is used with the Neidar skill that | | is known as chop, while a club is necessary for the skill | | known as crush. The chop skill involves the Neidar taking | | a mighty swing at the opponent and slashing and thus | | wounding the opponent by slicing the body. Crush is a | | skill used with a club to enable the Neidar to "crush" or | | smash their opponent's body. Two other forms of special | | abilities were granted the Neidar--battleraging and shield-| | slam. Shieldslam was allegedly lost over the ages, as was | | one type of battleraging, e.g. "battleraging stubbornly", | | but two other types of battleraging remain--battleraging | | fiercely, which increases defence and parry of the Neidar | | thus minimizing the damage of their opponent's blows yet | | decreasing the damage of the Neidar's -own- attack, and, | | battleraging aggressively, which increases the Neidar's | | ability to attack an opponent, but decreases the Neidar's | | defences by a large amount, the amount is rumoured to be | | decreased by as much as thirty(30) levels, a very large | | amount indeed. The list of skills and the maximum levels | | a Neidar may attain are as follows: | | | | * axe/club.....................................superior guru | | parry..................................confident craftsman | | defence....................................superior master | | blindfighting...........................superior craftsman | | appraise object.........................superior craftsman | | appraise value..........................superior craftsman | | appraise enemy..........................superior craftsman | | battleraging.................................superior guru | | * chop/crush...................................superior guru | | trading..................................confident veteran | | NOTE: An asterisk (*) by the skills indicates the Neidar | | may choose only one of each of these skills to train, not | | both of each. A Neidar who chooses axe to train would use | | chop, and a Neidar who uses a club to train would choose | | crush. | | | | ******************** | | * Map of Guildhall * | | ******************** | | | | o | | / \ | | G---o T | | / \ / | | Way to Plains o o | | \ / | | |# S - Start Room o o--Tv A | | (Hall of Warriors) / \ | # | |# B - Clan Boardroom o--o--o-#-S-#-B--#-Cb | |# A - Armory / | | |\ # | |# E - Elders room F Po Sh o P E | | T - Trainer / \ | | Tv - Tavern o Th | | P - Passageway of Glory | | | Th - Thanes throneroom Ab | | Ab - Application Board | | Sh - Shop | | Po - Post Office | | F - Forge | | G - Entrance to Guildhall | | # - Rooms accessible to Neidar Clan Members only | | | | | | | | *********************** | | * Tactical Assessment * | | *********************** | | | | Iron Delving is readily accessible from Flotsam, yet is | | guarded by groups of Neidar sentinels who are rumoured | | to emit some sort of warning of any attack on the camp. | | Not only does one have the sentinels to fight, but any | | Neidar who are awake will summon their allies, the Knights | | of Solamnia who can block and use their steeds to do a | | forceful lunge, the Kahedan monks who can plexus or stun | -- More -- 200/228 -- ( t b r n a q x ! h ?) -- | with a potent kick to the solar plexus, and the Rebels | | who can blind or make one drop a weapon. Combine these | | forces and one can have a challenging battle. Although | | Iron Delving is readily accessible, there is not much of | | interest for the Society there, save for a decent shop, | | a tavern that sells iron rations as food, and a stream | | of potable water. Should the Neidar choose to aid the | | Rebels in an assault on His fell City, any prepared Mage | | should be able to at least make a tactical retreat to the | | Tower or dispatch them quickly, dependent upon the number | | of opponents and the skill and size and rank of the Mage. | | | | [Co-author's note: I have found it incongruent that the | | Neidar claim to be pure, when historically in the nether | | their history portrays them as neutral or otherwise. | | It would be interesting to have our Lieutenant arrange | | a meeting with the current Thane and attempt to change | | the Thane's thinking on this and other issues. ] | | | | Originally transcribed by Nirsule, edited and revised on | | this fourth day of January in the year 3019 of the Third | | Age. [6/12/2001 netherworld time] | | | | --Mordae-Er, in Service | | | | | _\ \ \/_____________________________________________________________/ > read neraka You read the scroll titled "Map of Neraka". Map of Neraka, written by Kayt on Nenime 8, 3019. 1 ________________________________________________________ /_\ \ //_\| | |\_/______-__________/|_____________-___________-_________/ \ \ | NERAKA | | | | Neraka is located in the realm of Krynn. This | | tent city can be found by riding the dragon from | | outside Tantallon, or through the underground wind | | tunnel from Palanthas (described below) . The city | | is, in actuality, an armed camp inhabited by | | draconians (scaley creatures who walk upright) and | | human guards (some of whom have families here). | | Although of evil intent, the fighting force holds | | allegience only to the "Dragon Highlord". They do | | display a fear of the powers of the Dark Lord, | | refusing to attack His servants, unless they are | | attacked. The scarcity of food is evident by the | | willingness of some citizens to accept food from | | strangers. Alcoholic drinks and water are | | readily available here. There are no guilds, | | banks, post offices or shops other than pubs, an | | incompleted temple and a street merchant of who | | for the price of one gold will deliver a rather | | interesting potion to those who are discrete. | | Herbs are not found here. Careful exploration may | | result in experience. | | | | | | ^^^^^^^^^ MAP OF NERAKA ^^^^^^ | | ^^^^^^^ ^^^^^^^^^ ^^^^^^^ ^^^^^^^^ ^^^^^^^^^ ^^^^ | | d(l) ^^^^^^^^^ ^^^^^^ | | / | | / | | g-/\-*---* | | | \ | | | \ ~ | | /\*---*-/\ * ~ | | | | ~ | | | | ~ | | /\P--* *---*---*---* LEGEND | | \ /\ | | ~ DH Dragon Highlord| | \DH | P ~ d door | | Temple *---* /\ ~ g grate | | | | ~ gw to wind tunnel | | | | ~ G Guard | | g--d(l)-M---*---W ~ M Merchant | | | | | ~ P Pubs | | | | | ~ W Well | | *-P /\ *--P /\ g ~ (l) Locked | | \ | / ~ /\ Tent | | \ | / ~ ^ Mountains | | *----G----gw /\ ~ ~ River | | | | | ~ | | P/\ | | ~ | | *----* ~ | | ~ ~ ~ ~|~ ~ ~ | | | | | * | | Dragon to Tantallon | | | | Description of the wind tunnel | | Palanthas entrance: From plaza walk 2 blocks east. | | Push the small stone and an east entrance will | | appear. Step east into the dark room. Even with | | out a light source one can find their way to the | | landing below, where you will notice gems. The | | faint of heart may continue down the ladder (13 | | rungs and then step east 33 times to climb up | | another 13 rungs. His servants, need only touch | | the gems, which will trigger the wind upon which | | one may ride east. Either way, you will find | | yourself on another landing with gems, this one is| | located beneath a prisoners cell, that is accessed| | via a grate in the southeast corner of Neraka. | | Neraka entrance: On this map it is annotated as "gw" | | and is located in the southeast corner of Neraka. | | Entering the grate you will find yourself in a | | small cell. When you examine the straw bedding | | it becomes obvious, how the prisoner might have | | made his escape. The route is the mirror image | | of that described in the above discussion of the | | Palanthas entrance, except that the small stone | | to push in order to trigger the opening is within | | the dark room. | | | | May this scroll benefit the Society and the Nine | | | | | / / /________ _____________________ _________________ _____/ |/\ - |/ - \ \\_| | \______________________________________________________/ -- More -- 100/101 -- ( t b r n a q x ! h ?) -- > read neraka_new You read the scroll titled "A map of the Dragon Army Stronghold Neraka". A map of the Dragon Army Stronghold Neraka, written by Eleron on Narquelie 3, 3018. ------------------------------------------------------------------ / / | Neraka | | ------ | | | | The new Neraka is more a draconian stronghold than the last | | and is filled with warehouses and draconian army camps. The | | city is very remote and can only be reached by a wagon ride | | from sanction (Pay driver then enter wagon). The city is not | | unpleasant as its streets are filled with evil but in general | | there is little of value to make the long trip worth while. | | Each tent city is a different section of the dragon army from | | black to green and each smaller army controls the areas closest| | to itself. A pass from the black army high chief will get you | | past all city checkpoints which seems to indicate that the | | black army is the elite. While their is a rather large number | | of troops here the remote nature makes them rather useless. | | | | | | H-W | | | | | X-X-X | | / | | | X X-X-X G | | /| | \ / | | T X G X X | | \ / | \ | | T X T H X-X X X P | | \ |/ |/ | \ / | | T X X SC X I-X-X-C X X | | \ \| \| |/ | \ / | | X-X-X-X-X-X-X-X X X X X S T T | | / |/ /|\ / | \|/ | / | | X T-X X L X BB-X X-X-X X-X X-X | | / | / \ | /| \ / \ / | | | X T X X X X X X-X-X X-X-X-X-h | | | | \ / / | | \ /| \ | | | X X X X | X X X X-I X-X | | \ | | X | |/ \ |\| | | X X-X-X | X-W X st T X-T | | | | | | \ | | | | X A-X X X-X---X \ X T | | | | | | TTT |\ \ | | | G-X X-X X X-X---X X X X | | \ | | | | | \ | | X H X X X-poX \ G | | | | | | | \ / | | X X B-X X X X | | / \ | | | | | | | X H X F-X X X-X-X-A X S | | |/ | | / \ | | |/ | | H X H X X X \ X X X I T T | | \|/ | |/ \ / / |\ / \ / | | po X X X X-X-X X X-X-X-X-X-X X-T | | \| | / \ | | / | \| \ / | | T X-X-X-X-X-X-X X S X X X X X-X-T | | \ / /|\ |\ | / | /| |\ \ | | T X-T I X X I \ X X X H S T X T | | \ | / \ \ \ |/ / /| | | X-X X T X X-X-X X T T | | | / \ \ | / | | X-X-X T X G X G X | | / \ \ / | \| | | T T X X X | | \ | / NOTES | | \ X X ----- | | \ | | Passes - In order to| | INDEX X X X travel the city | | ----- |\ | | unmolested you need| | T - Tents X X-X-X X a pass. Either buy| | F - Forge | | / one where designated| | L - Locked X X X or 'search papers' | | G - Guard posts | /|\ / to get one. | | I - Inns/Bars X L-X-X-X-X | | S - Shops | /|\|/ Portcullises - At many | | A - Shops (armour) X F X X points these block the| | W - shops (weapon) \ / |\ way but at each you | | B - Bank x x S will see a door to | | BB - Bulletin Board / a gatehouse. In the | | h - Hut X upper level will be a | | P - Passes | wheel to open the way.| | TTT - Temple (unfinished) X-X-X-X | | SC - Scarves /| /|\ \ | | ST - Stables T T T X X T T | | W - Wagon / | | | T T | | Penned in His Service by | | Aridhgul | | | | | \_______________________________________________________________/ > read new_solace You read the scroll titled "A map of the New City of Solace". A map of the New City of Solace, written by Tock on Sulime 14, 3019. ______________________________________________________________ O______________________________________________________________O | Map of Solace | | | | Solace a city in the trees. The trees are connected by a | | complex system of wooden bridges leading from tree to | | tree. It is in the Land of Krynn and seems, judgeing by | | the number of draconians and goblins in the area, close | | to comming under the control of evil. The good forces | | in the area worship a person called Palidine, some of | | these followers are called the Knights of Solamnia. Also | | there seems to be a much smaller faction that worship a | | false goddess by the name of Mishikal. The evil forces | | on krynn worship an evil power known as Takhisis or by | | the name Queen of Darkness. Whether this Takhisis is | | powerful or not I believe the complete control she has | | over her minions; the draconians, the goblins, and the | | highlords, could prove usefull to our advancement on | | Krynn. | | | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | Lower Solace | | This Map overlaps the map of upper Solace. Use the | | coordinates for easier navagation. | | | | | | 1 2 3 4 5 6 7 8 9 0 a b c d | | | |A closed | | | | |B G - G - r Places of Interest | | | | G. Goblin camp | |C G r r. Roads | | | U. Up into the | |D To Crystlemir lake r city proper. | | | / P. Solace Park | |E r VKD U U VKD. Dragon to | | | | / | / | Vingarrd Keep | |F D - r r - r r P - P r Sq. Solace Square | | \ / \ | D. Docks | |G U r - U - r (Ship to | | \ | Sparkle) | |H r r | | \ | | |I r - r - r - r - r - r - r - r | | | | | | \ | |J U U - Sq r U r | | / \ | \ | |K # r To the grave | | | | yard | |L U Greenway | | to haven and | | Paks Tharkas | | | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | Upper Solace | | | | | | 1 2 3 4 5 6 7 8 9 0 a | | | |D I Q | | ^ | | |E # - D # - D - # - # | | / | \ / / | |F u # H # # - # Places of interest | | \ / \ \ / \ D. Down to Lower | |G D u # - D H Solace | | | / | / \ ^. Use enter here | |H # P - # # # I. Inn of the Last | | \ | | | Home | |I # # # # - S H. House | | / \ / | \ P. Portal to | |J W D D H # - D fairie | | \ | \ | / S. Shop | |K DN # # - # DN. Dragon to | | \ | | Neraka | |L D P.O. W. Wise persons | | club. | | Q. Quest Master | | | | | | | |______________________________________________________________| O______________________________________________________________O > read orcs_desc You read the scroll titled "A concise description of Orcs in Middle-Earth.". A concise description of Orcs in Middle-Earth., written by Newton on July 5, 3018. ________________________________________________________ / \>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\ / _| | \__/_| | | ORCS (AKA Goblins, Uruk-hai) | | Frequency - Common | | Size - S (4-6 feet) | | Alignment - evil (some neutral) | | Personality traits - Warlike, argumentative, cruel, | | disorderly. | | Special attacks - Stomp foot, grab, bleeding wound, | | block movement, adventures have guild skills| | Intelligence - Low (Uruk-Hai high) | | Threat - Little | | Typical weapons/armors - Clubs, swords, polearms, | | axes. | | Location - Shire Orc camp, The Shire, Goblin Caves, | | Moria, Ithilien, Bree, Minas Morgul, Rohan,| | Isengard, Osgiliath. | | Power - Average | | History | | Within the deepest pits of Utumno in the first age | | of the stars, Melkor completed a masterpiece. The | | creation was the logical evolution and perfection of| | the elven race. Orcs are often bent, squat, and bow-| | legged. They have black blood, long and strong arms,| | jagged fangs set in wide mouths, and thick tongues | | Orcs are fierce warriors. They fear light for it | | burns and weakens them. Since their creation, orcs | | have been an ally of Melkor and the Dark Lord, as | | well as an enemy of elves, dwarves, rangers. In 2475| | of the Third Age, a new race issued from Mordor and | | sacked Osgiliath, the Uruk-Hai. The Dark Lord had | | created the apogee of orcs for the Uruk-Hai did not | | fear the sun and were stronger and more intelligent | | than their kin. | | COMMENTS | | The most interesting orcs in Middle-Earth are His | | servants, although others have forgotten who the | | Master is. Worthy of mention include the orc chief | | in the orc camp who wields a jagged-black scimitar | | which mages should well fear. The goblin King in the| | goblin caves of the Misty mountains can open nasty | | bleeding wounds in his adversaries with either a | | heavy steel club which is a mana eater or an | | excellent halberd which is truly excellent. There | | also exists one Bolg who inhabits Moria who is said | | to be a worthy adversary. I, however, was warned to | | steer clear of this short-tempered Uruk by a nazgul,| | so I limit my description to this simple warning. | | The Uruk-Hai of Minas Morgul wear formidable black | | platemail, but do not like to give it up and tend to| | gang up on those who try to relieve them of it. | | |_ _ | |_/ \ \<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<\ / --------------------------------------------------------/ Hail in His name! Newton, High Sorcerer of Morgul. > read poisoned.weapons You read the scroll titled "A study of poisonous weapons in the realms". A study of poisonous weapons in the realms, written by Nomm on Narie 12, 3018. _____________________________________________________________ /_\ \ //_\| | |\_/___-_____--_____|\_____-______/|______-__--______/\_____-__/ \ \ | | | POISONOUS WEAPONS | | | | This book, exist in other versions, most likely in the | | rangers library, but it might also still be in the library | | of the tower of Wayreth. The study of these weapons, were | | performed by me, as a ranger and as help I had Zingil, | | then a student of the Wizard of High Sorcery but now he is | | a Ranger and he might have brought the book with him from | | his old home. The investigation was made by me inflicting | | him with one of the poisons and then studying its effects | | on him. Therefore all the strengths of the poisons noted | | below are only approximate at best. The durations should | | be fairly accurate though. | | | | Poisons are of course very lethal, especially for our side | | since we have no way to get them cleansed. There are | | however some herbs that can be of aid here. Some herbs | | have healing powers, such as attanar. The mushroom numbis | | will slow down the course of a poison just like the ranger | | potion does. While the mushroom fungari and moss wilcol | | actually might cure you from the poison entirely if eaten. | | These herbs are very rare, and very valuable, and should | | only be used in emergencies. | | | | Ebony-bladed dagger | | ^^^^^^^^^^^^^^^^^^^ | | This is a long, cruel looking dagger. Its cold black | | twisting blade is grooved and shiny. An aura of evil seems | | to radiate from the weapon. Along the blade s groove, a | | clear liquid can be seen. The dagger has enough poison for | | seven deep thrusts. The poison affects health and does so | | quite strongly. Zingil did not heal at all while he was | | inflicted with it so it is one of the most potent potions | | available. It also has a very long duration of more than | | half an hour. Three or four poisons from this dagger is | | probably enough to slay even the mightiest warrior. The | | dagger is held by a cold-blooded female human in the | | castle inhabited by the corsairs in southern Ithilien. | | | | Long jagged/wicked/black, sharp short dagger | | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | | This is a long jagged dagger made of steel, with keen | | edges and a hilt shaped to give a better grip. Along the | | edges you notice a strange runnel. You perceive a sheen | | of liquid in the runnels. These daggers have all poisons | | that will affect both your strength and health. The | | daggers have enough poison for three doses and each poison | | will last about thirty-five minutes. The poison will lower | | your strength quite substantially but will not drain much | | health at all. The daggers are held by a large variety of | | people where the Shades of Minas Tirith are the most | | known. | | | | Black-steel dagger | | ^^^^^^^^^^^^^^^^^^ | | This is a long, thick bladed dagger made from a black | | steel. The symbol of a great winged drake is engraved upon | | the weapon s grooved blade, in which you notice a clear | | liquid sits. This dagger carries five doses of a quite | | weak fatigue poison. The poison lasts about nine minutes. | | Some of the Corsair Captain s guards use these daggers to | | prevent attacks from escaping which they do very well. | | | | Sharpened wooden/iron-tipped spears | | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | | A thickly-shafted wooden spear with a sharpened iron blade | | at its tip. A thin sheen of liquid is visible on the spear | | head. These spears are equipped with an extremely potent | | fatigue poisonwhich is added to the spears when the lizard | | man holding it licks the tip of it thereby covering it | | with saliva. The poison is extremely strong but lasts only | | for two minutes. The lizard men in the caves below the | | Salt Flats of Kalad carry these spears. | | | | Great war trident | | ^^^^^^^^^^^^^^^^^ | | A huge three-tyned trident of war, forged from some | | powerful alloy of steel. The obsidian shade of the weapon | | seems almost unnatural in origin. A thin sheen of liquid | | is visible on the thynes. When the thynes of this great | | weapon is licked by the lizard king holding it one dose of | | an extremely potent fatigue poison will be added to it. | | The poison makes even the hardiest champion exhausted in | | only a matter of seconds. The poison lasts about five-six | | minutes. The trident is in the possession of the King of | | the lizard men below the Salt Flats of Kalad. | | | | Great three-headed adamantine flail | | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | | A huge three-headed flail, forged from pure adamantine, | -- More -- 100/183 -- ( t b r n a q x ! h ?) -- | the most powerful metal known. Intricate carvings of the | | Spider Queen, Lolth, have been etched into the flail s | | handle. A colorless liquid coats the three heads of the | | flail. The flail has enough poison for two attacks and the | | poison is a quite weak fatigue poison which lasts about | | six-seven minutes. The flail is wielded by a priestess in | | the House of Kilsek, Undreath. | | | | Grey adamantine halberd | | ^^^^^^^^^^^^^^^^^^^^^^^ | | A fine piece of drow craftsmanpiece. The halberd, | | fashioned from adamantine metal, is truly a work of art. | | Upon its blade is a thin sheen of liquid. The halberd is | | equipped with only one dose of a quite strong health | | poison. It actually managed to lower Zingil s health a bit | | but it had a very short duration of only two-three | | minutes. The guards outside House Noquar, Undreath, carry | | these halberds. | | | | Bone-white adamantine halberd | | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | | A magnificient adamantine halberd which is completely | | bone-white. A thin sheen of clear liquid covers its blade. | | The halberd has a handful of health poisons equal to those | | of the grey adamantine halberds. The halberd is wielded | | by a priestess in the House of Noquar, Undreath. | | | | Abyss-black adamantine halberd | | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | | A fabulously-crafted adamantine halberd, its utterly | | lightless color is reminiscent of the spawning grounds of | | the Abyss. A thin sheen of black liquid coats its blade. | | This halberd has a very large amount, more than we could | | safely count, of strong health poisons. The poisons have a | | duration of three-four minutes. Three of four poisons from | | this halberd should even make the healthiest warrior feel | | a little bit concerned about his condition. The halberd is | | wielded by the Matron Mother of House Noquar, Undreath. | | | | Large three-headed snake whip | | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | | A vicious-looking whip that possesses living snakes in | | place of hardened leather! The handle itself is composed | | of solid adamantine, which has been decorated with | | numerous carvings depicting the Spider Queen, Lolth. Venom | | can be seen dripping from the mouths of the snakes. The | | whip has a quite nasty health poison which is both very | | strong and has a long duration. It only has one dose | | though. The poison would probably mean certain death to | | anyone with a constitution below epic unless he has alot | | of healing herbs or gets help from a healer, since the | | the poison lasts for more than twenty minutes. The whip | | is in the possession of the Matron Mother of House Kilsek, | | Undreath. | | | | Sineous cinquedea | | ^^^^^^^^^^^^^^^^^ | | This long dagger is of marvelous craftsmenship. The thin | | steel blade extends straight out from the hilt, which is | | solid steel and crafted to look like two intertwining | | serpents. At the tip of the blade is a tiny notch leading | | into a hollow center in the blade. A tiny emerald eye is | | set in the handle s serpent, and it gleams with a strange | | blue glow. The dagger is equipped with a quite unique | | poison causing loss of health as well as a horrible | | feeling of fear causing its victim flee without thought of | | where, or from what, he is running. The loss of health is | | quite substantial and the poison has a long duration | | making it one of the most dangerous poisons in the realms. | | The cinquedea is wielded by Jadestone Doll in the Bazaar | | of Sybarus. | | | | In Service of Mordor | | Nomm, Master Conjurer of Morgul | | | / / /____ ___ ______ _____ ______ ________ _____ ____ _______/ |/\ - -- |/ - \| |/ - -- \ \\_| | \/____________________________________________________________/ > read polearms You read the scroll titled "Magical and poisonous polearms in the Realms". Magical and poisonous polearms in the Realms, written by Karpath on Lotesse 13, 3018. ___________________________________________________________________ / _\ \ | \ | | \_/_. This list is a compilation of scrolls already . | existing in the library made by Bala Er, Saura Er | . Louie and the former member known Nomm and a survey . | done by me and Apprentice Trennagin. | . . . . | List of magical and poisonous polearms in the Realms. | . . | | . Excellent Halberd: . | Considered by most to be the best polearm in the Realms, this | . weapon has its own special, can be wielded one or two handed. . | The polearm has a tendency to wear down quickly, so appraising | . the weapon now and then is a good idea.It is the Goblin Lord . | in the caves of Msty Muntain who wields it. Danger in the | . battle is heightened because you have to operate push/pull the . | wall in the goblin caves behind which he is, in order to | . escape. Rumours has it that the goblin lord no longer gives . | bleeding wounds. | . . | Unholy Halberd: | . This unorthodox weapon has been seen to strike blows in . | critical areas such as the crotch, the butt, and the ear. It's | . wielded by the karg captain in the secret karg camp north of . | the city of Gont in new Gont. Three warriors assist him in | . battle. All are capable of dishing out good damage with their . | decent skill, weapons, and numbers, but are poor at handling | . damage to themselves. Entering the tent of these warriors . | under cover of darkness will prevent them from all attacking. | . They are nothing alone though the captain is still rather a . | fight alone. | . . | Great War Trident: | . This two-handed polearm has been compared to the bloody steel . | axe in terms of its ability to get hits and do damage. It is | . wielded by the lizard king in the secret grotto in the kabal . | saltflats. It is said that carrying 5 lights or more weakens | . the lizard, but he is still huge and capable of smashing . | damage with his special. The trident is coated with one dose of| . fatigue poison. . | | . Bright half-moon bardiche: . | An easy polearm to get, it is not very powerful in comparison | . to most enchanted polearms. It gives off one level of light . | and bears the amusing alternative swing strings of Sybarus | . making it capable of sundering limbs and decapitation. It is . | wielded by a poorly skilled, relatively weak troloby on the | . Holm. This polearm can be swung to create bright white light . | for a brief period of time. | . . | | . Long sharp naginata: . | This impressive weapon is wielded by a great beast in the | . undead forest of Raumdor. He is reportedly a guardian of . | Khiraa, very large, and possesses very damaging specials. No | . known tips in obtaining. However let it be know that the . | naginata will be a more potent weapon if the wielder is well | . tought in the polearm skill, at times the level of ones skill . | will result the naginata to glow in red colours briefly. | . . | | . Giant black maul: . | Considered by some to be the best polearm in the game, this | . polearm is similar to the excellent halberd since it can be . | wielded one or two handed. The maul is capable of breaking | . armours and though hard to hit with, can deal blows of . | tremendous damage. It is wielded by Bolg, an dangerous goblin | . in Moria who will chase you throughout the complex. Therefore, . | it is vital to be aware of your exits. | . . | Gigantic obsidian Lotulis: | . An excellent weapon when slaughtering humans, the lotulis is a . | human slaying polearm of great power. Its downside is its high | . weight. But then again on the upside it disembowels its . | victims. It is wielded by Lyden, an independent gladiator of | . world reknown in Tyr. . | | . Serpentine staff: . | This is not a powerful polearm, but it can be used powerfully. | . When carried long enough it will transform into a serpent when . | dropped or put. If done so during combat it will assist its | . master striking frequently not for great damage, but small . | steady damage. It can only be picked up in this state by its | . master. Its wielder is far from powerful despite its stunning . | special. When encountered, the priest will be walking with a | . powerful shadow-elf guard. . | | . Silver-bladed staff: . | Many rumours float about regarding this staff. It is said it | . aids spell-casters in some way. I suspect it bears a skill to . | damage special based on spellcraft similar to the tanto. The | . staff is wielded by a band of six hooded draconians around . | Solace. They are somewhat tough to defeat. | -- More -- 100/123 -- ( t b r n a q x ! h ?) -- . . | Ornate jewelled half-moon polearm: | . This polearm is heavy and not respected by many as a powerful . | polearm. It is after all of elven make, but it is more likely | . it is a case of sour grapes. Its wielder Markandeya has great . | stats and a special sometimes capable of slaying well trained | . warriors with two successful hits. . | | . Military fork: . | Near the post office in Kabal propper a guard human called Art | . resides, downstairs in his house several guards guard the . | ladder leading up to Art. It has a special that disarms your | . opponents. Aside from that it is a decent weapon if you have . | none. . | Scribed in His service by Haidagwath. . | . / _______________________________________________________________/_ / / \ | \_| \_/_________________________________________________________________ > read port balifor You read the scroll titled "A map of Port Balifor". A map of Port Balifor, written by Justarius on Nenime 19, 3018. ________________________________________________________________ /________________________________________________________________\ | | | | | | | A Map of the Town of Port Balifor | | as scribed by | | Justarius of Morgul | | | | | | --- I --- Map | | | | | | G Out of the City | | \ / | | 1 X | | / \ / \ | | O O 2 O G | | / \ / \ | / \ | | O O X O - Shop | | / / \ / \ / | | | O 3 O O | | | | / | | | | 5 - 4 b - O - X | | | \ | | | | O 6 O X | | | \ \ / \ / \ | | | O O X O - Bank/Deposit | | \ / \ / | \ / | | O \ / P \ / | | X---------X | | | | | | | | | | -- II -- The Key | | | | | | 1 = The room outside of the Dragonarmy barraks, | | an officer of the Dragonarmy stands here with | | some mercenaries, he wears a dragonscale and | | wields a claymore. The way north (into the | | barraks) is closed. | | | | 2 = Adventurer's guild. Skills trainable are: | | sword, climb, knife, acrobat, sneak, hide, | | awareness, swim, and trading. All to roughly | | superior layman levels, some lower, some higher. | | | | 3 = A dock where some draconians stand. The sign | | claims a dragonarmy courier ship will take people | | to the area of Sanction. | | | | 4 = Pig and Whistle Inn. There is an exit 'in' here, | | which will take one into the Inn. The inn serves | | both food and alcohol of various strengths. The | | sign behind the bar claims that there are no rooms | | to rent. There is a room 'up' once inside the inn, | | and one goes 'out' to get back onto the street. | | | | 5 = Dock to Sybarus. Draconians stand here as well. | | | | 6 = An empty dock, no boat yet arrives here. | | Draconians stand at this dock as well. | | | | Rooms marked as 'X' = Draconians and Mercenaries were | | met here in groups (or more than one). These rooms | | may be where a hunted one might be killing, and | | good places to look. | | | | Rooms marked with 'O' = The room were empty, but it is | | likely that the guards wander or were slain. | | (Both of the above are added purely as possible extra | | information on the area.) | | | | Shop = Common weapons and armour shop. | | | | Bank = A changing service as well as a deposit. | | | | b = Board room, also the town hall. There is an exit | | leading 'up', but one cannot go that way. | | | | P = The Post Office. | | | | G = Guard rooms by the main gate, there are about 4-5 | | Draconians in here at a time. Likely places where | | one may find unexpected prey idly slaying. | | | | | | | | In Hopes That This Map Will Better Serve | | His Dark Will, | | Justarius of Morgul | | Eighteenth of Hisime | | 30XX | | | -- More -- 100/102 -- ( t b r n a q x ! h ?) -- | __________________________________________________________|__ \___/____________________________________________________________/ > read recruitment You read the scroll titled "Roles of the Mages in the recruitment process.". Roles of the Mages in the recruitment process., written by Caradhras on Narquelie 30, 3018. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | Recruitment | | | | by | | | | Stern Gaya-Er | | (based on an earlier document by Saura-Er) | | | | Mages have a crucial role in recruitment since they are the | | Society members that travel the realms most. Recruitment | | is an important task as the growth of the Society depends | | on it. Thus, it needs not be said that the Nine look | | favorably upon those Mages who keep an open mind and eye | | to promissing individuals they meet on their travels, and | | whom they lure to the gates of Minas Morgul. | | | | There are two ways a seeker can get the Society's attention. | | First, the seeker can send a written application to the | | Nine. If the Nine find the application acceptable, they | | will make the Tuvale's name known to the Mages through the | | Society board, so that the Mages may scrutinize the Tuvale. | | Second, Mages can find promissing individuals during | | their travels. Should a Mage have established such | | individual's worth and will to serve, he will bring the | | seeker to the Nine's attention per mailed report, and advize | | the Tuvale to read the board in Minas Morgul for | | instructions and submit a written application to the Nine. | | It will not hurt the applicant to mention the name of the | | Mage who advized the Tuvale to apply. | | | | Mages are responsible for conducting character reviews of | | those Tuvale they find in the realms, and those that | | become known to the Society by written application. | | Mages may use any means they wish to assess the worth of | | a Tuvale. Such means may include, for instance, meetings, | | teaming, interrogations, and minor tasks, establishing the | | seeker's history, and instructions in etiquette so that the | | Mage may judge how well the Tuvale accepts instruction. | | | | If a Mage supports the Tuvale's application, then the | | review is concluded with a report mailed to the Nine | | indicating the Mage considers the applicant suitable | | material to become a Morgul Mage, what the Mages reasoning | | is, and whether or not the Mage is willing to Master the | | seeker. Such report will also contain a brief summary of | | the information gleaned from the Tuvale, including a short | | history and the noticed weaknesses and strengths of the | | wretch. A seeker's suitability depends on issues such as | | bearing, potential, roleplay ability and performance when | | tasked. | | | | If a Mage finds evidence that a seeker is unsuitable to | | become a Society member in his views, he is also expected | | to report his findings to the Nine without delay. | | | | Complete reviews which are mailed to the Nine without | | (supporting or rejecting) concluding opinion will result in | | punishment. | | | | Mages will be selective when choosing to accept a Tuvale | | as an Apprentice. The Apprentice will be the Mage's aid | | and companion in his travels, so Mages will be wary of | | accepting Tuvale whom they do not know well or whom they | | do not like as Apprentices. | | | | | | --------------------REQUIREMENTS------------------------ | | for those who are to be sacrificed into His Service: | | | | -Must enter Minas Morgul and read the board there for | | instructions concerning how to apply. | | -Must write an application acceptable by the Nine. | | | | -Must meet with Mages to be scrutinized and must find a | | Mage willing to Master him/her. | | -Must obtain a positive character review of at least that | | Mage. | | | | -Must finish the task to find the Altar Chamber. | | The Mage willing to Master the wretch will usually issue | | this task, and report to the Nine that it is finished. | | | | -Must survive an interrogation by one of the Nine, and | | fulfill any other demands set by the Nine. The Nine may | | in this stage for instance require a second positive | | character review, or demand a special task to test the | | seeker. | | The Nine will not engage in the process of scrutinizing | | a seeker until his written application has been accepted | | and a supporting report has been received from a Mage. | -- More -- 100/122 -- ( t b r n a q x ! h ?) -- | | | | | Final comments: | | | | This system should be flexible, and any information | | concerning a Tuvale that a Mage considers of of interest | | to the Nine should be made known to them. | | Also, if a Mage submits a supporting review but is unable | | to Master the wretch, it would not hurt the Mage to alert | | other Mages about the potential of the Tuvale. | | It should always be held in mind that the system's main | | goal is growth and prosperity of the Society by induction | | of the most promissing of wretches, and weeding out the | | ones who are found wanting. | | | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > read recruitment2 You read the scroll titled "The lecture on recruitment". The lecture on recruitment, written by Elroy on Hisime 10, 3018. ________________________________________________________________ /_\ \ //_\| | |\_/___-___-_____/|____--______|\_____-______-__|\_____/\_________/ | | | Hail in His Name! | | | | This scroll is a lecture which Lord Carne-Heni gave to | | Haidagwath and me to help reinforce our understanding in | | recruiting "personnel". Newly named Mages should take | | advantage and make full use of it so they will not be | | ignorant of what is expected of them and their | | responsibilities. Ignorance is no excuse. | | | | The following words are from the Nazgul Carne-Heni | | himself so embrace and internalize them for what they | | have to say. | | | | "As you should know, the process of acquiring personnel | | for our guild consists of a couple of stages. First, we | | take a look at those interested and check whether they | | have the virtues to stay in the Society long enough to | | adopt what is being taught here. It is not our intention | | to begin their education at this stage. Second stage is the | | apprenticehood: the time of learning rather then testing. | | In fact the only test and task for an apprentice is to | | gain the trust of the Nine. Once they convince us they are | | ready to _take responsibility_ for their own actions and | | work (preferably together) for the Society they get the | | name. | | | | Now let us focus on what you have done and why we are | | displeased. You've burdened the Tuvale with time consuming | | tasks that proove little. It wouldn't be itself that bad | | but, first, I have a feeling you were more interested in | | completing your own projects rather then testing Tuvale. I | | call it a switch in priorites. Second, you gave them the | | task appropriate for apprentices rather then Tuvale. From | | my point of view I should promote an apprentice to | | Sorcerer instantly after the sacrifice. This is not the | | way we would like to follow. If you teach a Tuvale | | everything while he is outside of the Tower, why toss him | | around as an apprentice? This is the question for you, | | what can you teach such a Tuvale if he passes all your | | tasks and quests before the sacrifice? | | | | Efficiency is of the utmost importance. We don't promote | | Apprentices to Mages because they brought a number of jars | | of herbs, wrote a number of scrolls and so on. We do that | | because they seem ready to wear the name. Some adopt the | | necessary knowledge faster, some slower. Some are mature | | enough and need only some brief training, and some must | | learn everything from scratch that simple. If you share | | your projects with your apprentices it's fine as long as | | you teach them, let's say, the art of cooperation. If you | | share them with Tuvale I have nasty suspicions you are | | trying to win something for yourself. | | | | Now maybe a couple of examples, as you both most probably | | base them on your own experiences that aren't always | | perfect. Often a simple talk is enough to check how mature | | a candidate is. The current level of his or her knowledge | | is maybe not that important since we are a secret guild | | after all. I myself pay attention to imagination and the | | ability to answer questions. I sometimes check their | | ability to gather different kinds of information as well | | as compiling them into a report that might be useful for | | others. My favourite task in the past was a treatise on | | dragons. I believe there are some better examples in the | | open library. The task itself is rather useless for our | | guild, but from it, we can tell a lot about the candidate. | | | | If I had a more troublesome Tuvale I would try to check his | | ability to withstand the failure and how he dealt with | | frustration. Getting Palantir from Isengard or mapping the | | Temple in Annuminas usualy did the work. I however would | | like to point out that I gave such tasks to those that | | seemed hopeless. Assuming that if they were to complete | | it, then I must have made a mistake in appraising them. If | | you want to get rid of annoying Tuvales, the tactics you | | recently applied is perfect. | | | | My suggestion is this: Every time you meet Tuvale, ask | | yourself a question. 'Is he clever, skilled, determined | | enough to not give up after the first month in the Tower?' | | If the answer is 'yes' then there is nothing to test at | | this stage. If 'no', then ask why and apply the test that | | gives the answer to your own question. Tasking just for | | the art of tasking is unreasonable at best." | | | | Thus ends his lecture. | | | | May this benefit His Society, | | | | Herukemi | -- More -- 100/105 -- ( t b r n a q x ! h ?) -- | ___ ____ ____ ______ ______________ _______________ _______/ |/\ - |/ |/ - |/ - \ \\_| | \/_____________________________________________________________/ > read red fang You read the scroll titled "On the Red Fang Racial Guild". On the Red Fang Racial Guild, written by Gorboth on Narie 12, 3018. _______________________________________________________ / \ \ /___| | |\_/___-_______-______/|___--___|\_____-______-______/\____/ | | | | | The Army of the Red Fang | | by | | Umbar | | | | | | Introduction | | ------------ | | When the goblins were driven from their homes | | by the slaughtering humans, lead by their God Thanar, | | they sought refuge in the high mountains. The Thanar, | | intent of destroying all demi-humans, almost brought | | the extinction of the goblin race in Kalad. The few | | who survived were either taken in as slaves, or | | forced into isolation. It is just recently that the | | more radical Thanar force has been pushed down, as | | Kabal has recently open its ports to other worlds, | | tolerating other races more than it did once. | | However, the goblins have not forgotten the atrocities | | done by the foul humans and their God Thanar. The | | strongest group of goblins known reside in the | | mountain pass just north of the Caravan Route, and | | they are known as the Red Hand. They raid occasional | | merchants that travel along the route. Although the | | Kabalian humans find this quite annoying, they have | | not been able to exterminate them completely, and are | | seeking perhaps to come to a peace with them. However, | | a dangerous and elite tribe of the Red Hand exists | | known as the Red Fang. They are the strongest, smartest | | and deadliest of all the Kaladian goblins. | | | | | | Beliefs | | ------- | | | | | | Driven by hate and anger for the destruction of their | | race by the humans, they have trained and educated | | themselves. They come from all across the land, brining | | their trades and professions to help the cause of the | | Red Fang. They want only one thing, revenge. They | | utterly hate the Thanar, and despise most humans. | | Demi-humans, they trust somewhat, mainly because they | | too have suffered the wrath of the Thanar humans. | | The Red Fang is a raiding army of terrorists. They | | come at night, riding wolves, into Kabal, destroying | | the humans, and freeing their goblin brothers from | | slavery. Lead by the feared and notorious General, | | Brutakis, they have no mercy. They have sworn, upon | | their common goblin blood, to never give up until the | | humans have paid for their crimes. | | | | | | Structure | | --------- | | | | In name at least the ultimate leadership of the Red | | Fang falls upon the General Brutakis. The General | | occupies the headquarters of the hidden Red Fang caves | | at all times and is present at the induction of every | | Red Fang soldier. The soldiers are then given rank as it| | is earned, according to experience gained while under | | the allegiance of the army, and field decisions are made| | by the higher ranking soldiers. Although they have no | | real power over the ranks under their command, there is | | a great deal of respect shown them, and expected. A high| | ranking soldier would doubtful face any punishment were | | he tobdispatch a lesser soldier who failed to display | | the proper respect. The Red Fang soldiers are ranked | | as follows: | | | | Grim Soldier | | Vicious Soldier | | Ferocious Soldier | | Fierce Soldier | | Grim Sergeant | | Vicious Sergeant | | Ferocious Sergeant | | Fierce Sergeant | | Grim Lieutenant | | Vicious Lieutenant | | Ferocious Lieutenant | | Fierce Lieutenant | | Grim Captain | | Vicious Captain | | Ferocious Captain | | Fierce Captain | | Ruthless Major | | Dreaded Lieutenant-Colonel | | Treacherous Colonel | | Merciless General | | | | Any member of the Goblin race may join the Army of the | -- More -- 100/187 -- ( t b r n a q x ! h ?) -- | Red Fang, provided that he or she is able to find the | | army's head-quarters. All one must do to join is sign | | their name into the book found in the main hall. | | | | Guild rules are based primarily on the hatred toward the| | human race, particularly those aligned with the deity | | Thanar. Members of the Red Fang are discouraged from | | teaming with any humans, although individual discretion | | may be exercised. | | | | | | Abilities | | --------- | | | | For a race based guild with a mere 1% tax, the Red Fang | | have some considerable strength. They are trained to | | wield the knife, have some stealth, and the wolves they | | ride, although no help in battle, provide a great deal | | of advantage in bearing heavy loads. They also may keep | | these mounts in stables while not in use, and retrieve | | them again when next needed. The rider has the power to | | groom his beast to desired features (set the wolf's | | description). What follows are the particulars of the | | Red Fang's training hall: | | | | Knife ...................... Superior Acolyte | | Climb ...................... Superior Journeyman | | Sneak ...................... Superior Journeyman | | Wolf Riding ................ Superior Journeyman | | Animal Handling ............ Superior Journeyman | | | | Wolves can be purchased for the cost of five platinum | | coins. | | | | Guildhall | | --------- | | | | 1 | | | | | 2---3---4 | | / | | | 5 6--*---7 | | | | | * | | | | | 8 | | | | 1. Guarded entrance, publicly accessible | | to any who are able to find it. | | 2. Training Hall | | 3. Main Hall, Location of General Brutakis | | 4. Guild Board | | 5. Wolf Stables | | 6. Guild Post Office (messenger Weasels | | can be purchased here) | | 7. Army Sleeping Quarters | | 8. Secret Entrance, usable by army members | | only. Soldiers crawl briefly through a | | tunnel and emerge a short distance from | | the Caravan Gate of Kabal. | | | | | | Analysis | | | | The Red Fang is a fairly potent racial guild. Their | | loyalties are of little concern to Our Dark Lord, and | | though many of His Servants are human, we have no | | alliance with the weak deity Thanar and should expect | | respect from them in most cases. As traveling | | companions their ability to carry sizable loads while | | mounted may prove beneficial. It is also possible to | | seize or purchase their mounts, which are loyal to | | any dexterous rider and are general happy to be of | | service to Us. | | | | Should the Red Fang become a nuisance it would hardly | | present a challenge in battle. Neither the Army itself | | nor it's headquarters are a match for a well prepared | | Mage. | | | | | | | | | | ___ ____ ________ ____________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/________________________________________________________/ > read s.terel-dabaay You read the scroll titled "The new southern geography of Terel: Dabaay of the legendary hobbit infestation.". The new southern geography of Terel: Dabaay of the legendary hobbit infestation., written by Trennagin on April 30, 3018. ________________________________________________________________ / / / / | o o | | | | Under no pretense, the city of Calathin declares itself Enemy | | of the Dark Lord. The call to arms and cry of battle were all | | these traitorous elf consorts offered to greet His Messengers | | as we approached their newly walled snake den. "Enemies! Arm | | yourselves! Enemies at the Gate! The Black Servants of the | | East are upon us!" they cried as they trembled and shivered | | from the cold. The heavy clang of metal rang dully as they | | barred their gates in fear. The city stands locked to the | | darkness. | | | | Circumventing their hastily assembled fort, I travelled south | | along the rivers where more signs of their treacherous move- | | ments were revealed... The accursed hobbitport of Dabaay... | | Infested and overrun by the wretched pecks, this port stands | | ready for the word to be converted by the forces of Barad-Dur | | into a hobbitskin factory and slave market. | | | | Offering little in the way of resources, this filthy port's | | stock of hobbitcreatures shall supply well a southern landing | | force with sustenance while the trolls of the north are | | harnessed to squeeze the Calathinians into submission. | | | | Below is the geography of the south of Terel... | | | | Enchanted Southern Forest | | /|\ | | | | | * | | | | | * | | \ | | * - * - * - * * | | \ \ | | * - * - * * | | \ / | | * | | | | | * | | \ | | * | | \ | | * | | | | | * | | | | | * | | | | | * | | | | | * | | | \ | | * * | | / \ | | * A->Dabaay | | | | | * | | \ | | * | | | \ | | * * | | | | | | * * | | | | | | | | | | 1 3 5 | | | | | | | A - * - * - * - * - * - * - * - * - * - * - * - * - * - * - * | | | X | X | | | | | | 9 - * - * - * 2 4 6 | | | X | X | | | * - * - * | | \ | X | \ | | 10 - * - * - * | | | \ | X | \ | | 11 - * - * - * | | | X | X | | | 13 - * - * - * - 7 r r r | | | X | X | \ \ | / | | * - * - * - * - * - 8 | | | | | 12 | | Legend: | | ------- | | 1.Faerie Ship 5.Emerald Ship 9.Town Hall | | 2.For-Lease Dock 6.Sparkle Ship 10.Utility Shop | | 3.Town Last Ship 7.Pancho's Food 11.Post Office | | 4.Enchanted Garden Ship 8.Stumble Inn 12.Herbalist | | X=Diagonal Crosspath r=room 13.Shop+Messenger| | | -- More -- 100/111 -- ( t b r n a q x ! h ?) -- | | | Scribed to the Glory of the Nine | | and the limitless wealth of know | | ledge that is Barad-Dur, | | | | Kamlhost | | | | o o | \ \ \_______________________________________________________________\ > read scotland You read the scroll titled "A map of Scottish Country of Lothian". A map of Scottish Country of Lothian, written by Herrero on February 22, 3019. _______________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|_______--___|\_____-_____-__|\_____/\____/ \ \ \ \ | | | | | Map of Scottish Country of Lothian | | | | | | ooooooo ooooo cccccccc#cccccccc | | ooooo..ooooooooooooo ooo***#*******ccccccc | | o.....C.........ooooooo o***#*************cccc | | oooo.................ooo oo**#***************** | | o...................oo o**#**************** | | oo...................oo ooo**#***************** | | ooo...................oo oo****#***************** | | ooo....................oo oo****#**************** | | ooo...S######........oo o****#*************** | | oo...........#.......oo o****#************** | | ooo.............#.......oo o***#************ | | oo................##.....ooooo**#************** | | oo..................######*****#***************** | | ooo......................#####************** | | oo.....................****#*****f****** | | oo................oo..******#****ff******** | | oo................oooo*******#***fff******* | | oo...............ooo o*******#**fffff***** | | ooo..........ooooo o*****#**fffffff*** | | oo......oooo o*******#ffffffff** | | ooooooooooo o*******#ffffffff**f | | ooooo oo*******#*fffffffffff | | oooo oo*******#***ffffffffff | | ooo*****###****fffffffff | | oooo******#******fffffffffff | | ooooo******###*****ffffffffffff | | oo*********#*****ffffffffffffff | | oo**********#******ffffffffffff | | ooo***********#******fffffffff | | ooo**********#**T*fffffffffff | | ooo********#**#**ffffffff | | ooooo*****##**ffffffffff | | ooo********ffffffff | | oooooo****fffffff | | ooo*fffffff | | oofffff | | | | o - foothill | | . - moors | | f - forest | | c - coastline | | * - rolling plains | | # - road | | | | S - Pier to Sparkle | | T - Chapel - Templars guild location | | C - Cementary | | | | One way to the land of Scotland is through ship in | | Sparkle, docking at pier 12. | | Besides guards in the Chapel, area seems to be empty | | of any living being. It's very valuable terrain, as | | herbs grows there in huge quantites. Except pier, | | chapel and cementary you can gather herbs everywhere. | | Unfortunately they don't regrow in the same places | | after armageddon like in Ithilien. | | | | | | Hail Melkor! | | | / / /___ ____ ________ ____________________ _____________ ______/_ |/\ - |/ - |/ - \ \\_| | \/______________________________________________________________/ > read scroll_of_emerald You read the scroll titled "Of the Land Emerald". Of the Land Emerald, written by Elroy on Ringare 17, 3018. ____________________________________________________________________________ / / | | | Hail in His Name! | | | | Even after penning this scroll and setting the ink permanently | | into this parchment, I must tell you that the exploration and | | investigation of this land will not cease. There is still more | | will come from this land, given time. | | | | May this scroll be of benefit to the Society and please the | | Nine, | | | | Elroy, Apprentice | | | | | | Of the Land Emerald | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | | | Cities/Towns: | | Many of the cities in Emerald are weak and open for Him to | | destroy and conquer. These cities have few guards and they | | are of a weak breed that we can be destroy with ease. A | | place of interest might be a town in the valley of Esmirim. | | There lies a powerful force within it's center. | | | | People: | | Although Emerald is inhabited by gnomes, humans, dwarves, | | goblins, giants and ogres, elves are the most abundant in | | numbers. Of these inhabitants, if you attack one, and | | encounter another, it is exrememly likely that you will be | | attacked by others that you encounter in the same area. | | | | Equipment: | | Equipment noticed thus to be of worth are the Nemesis sword, | | in which the leader of the elven thieves wields in the tunnels | | beneath Mt. Black, and the massive raven-beaked warhammer, in | | which a gigantic male troll within the mines wields. | | | | Herbs: | | The herbs within Emerald seem limited. Thus far, only a path | | that travels from the evelator to Telseron has shown to bare | | herbs. A list of what herbs are within this land is given on | | the map. | | | | Summary | | The land of Emerald is vast and wide and seems to still be | | evolving. Many of it's roads and tunnels are still unaccessable, | | and this hints that perhaps more will come. | | | | Land of Emerald | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | Port area of Emerald E | | o---o ~~~~~~~~~~~~~~~~~~~~ | | | /| |\ a: Guardian of Emerald a | | o-o---o-o-o b: Ship to Calia | | | |\ /| | |\ P c: Ship to Sparkle b | | pirate's | P | | | \ \ d: Ship to elven cove | | | island |/ \| | | \ o-o e: Ship to Rhun c | | ~~~~~~ o---o-o-o---o |/ f: Ship to Gold Island | | | /| |\| o E: Elevator f-e-d | | o-o---o-o / P: pit into/out of | | o * the pirates' den | | \ / | | o-6 * =locked doors | | / \ | | o * | | Caves in Mt. Black | | | ~~~~~~~~~~~~~~~~~~ o-o o Pirates' Den Key | | / \ / \ ~~~~~~~~~~~~~~~~ | | o 3-o o o 1:kitchen | | | | | / 2:entrance | | o o o o o-o *-o o 4 exit | | \ / \ | / \ | | 3:office | | o-o o o-o-o o-o-o-o 4:dining room | | / | \ / | | 5:prisoner's | | o o o o 1 quarters | | \ | / | | o o o o-o-o o | | \ | \ | | S = ship to/from Relic lands | | o-o o-o-o-o-o o-o | | / \ / | | | | x = cliffs: Can be climbed, | | o o-o | o o 2 = exit/entrance but take caution | | | o-o | to pirates' for you may fall | | c o-S-o hideout to your death | | c | x | | | o o' Mt. Black | | o | o' ~~~~~~~~~ | | | o | | | o \ o o | | \ o' | | | o-b o-o \ o | | | | o o' | | a o-o-o o | o' @ = Entrance into Mt. Black | | | | / o' o | |o-o-o-o-o o o-o o | @ | | | | | / \ / o' o o | | o-@-o o-o b-o-o | | | | -- More -- 100/332 -- ( t b r n a q x ! h ?) -- | / | o -x-o-o-o-o-o-o-o-o-o-o-o-s | | o-a \ | / | | o o o o | | Z: Duck under the wisteria and you \ quary | | | will be taken to a garden (See map) o o-o o--o-o s= sandbar | | o--o--o \ |X| | | | | | | | E: exit/entrance o-o-o-o-o--o-o-d- | | o o--o c: cottage \ |x| |X| | | | | o o-o-o--o-o | | E c-o | | | | | Key to Leah o o o d = entrance | | Leah ~~~~~~~~~~~ / to mines | | ~~~~ 1: General Shop o-o o (need light source) | | o 2: Tapestry Shop / \ / | | / \ 3: Tower o o-o | | o 3 Z 4: Mayor's House | Telberin | | \|/ 5: Library o ~~~~~~~~ | | o o o 2 6: Wedding Chapel / | | | | | | 7: Post o 5-o--o-o | | o-o-o-o-1 / / 3 \ | | | o / | \ | | o | 6 5 / o-o 1 o 3 o | | | |/ | o-o o / | | | \ | | o-o o-o / \ | #-o-o---o-o-o-o o-o | | | | | o o-o-o-o-o-o-o-# | | | \ | | 7-o----4-o / | o 2-o o o | | | o-o o | | \ | | o / | o o o | | | o-o o | Rose Garden | | | | |/ \ o-o-o-4-o-o-----o o o | | o o \ \ \ | \ / | | | | The o o-o-o o \ / o | | o Great \ | | o | | | Telberin Key \ Lake o-o-o o | o | | ~~~~~~~~~~~~ o \| o | | | 1: Armoury of Castle of Telberin \ o-6 | 8-8-o | | 2: Courtyard o--o | o | | | | 3: Castle Library \ | / | 8 o | | 4: Statue of Queen of Telberin o o / 7 / | | 5: Statue of an elven Hero | \ o A B o | | 6: Geneology Office o \| |/ | | | 7: Bank \ o-9 o-C o | | 8: Library o \ / | | | 9: Shop \ o D o | | A: Home of the Order of the Goddess of o | | / | | Healing \ o o / | | B: Temple of Telan-Ri, God of Light o \ |/ | | C: Temple of Luinuis, God of War \ o----o | | D: Adventuress Guild o | | | F: Water Front Restaurant \ F | | o | | \ | | o @: fenced off | | \ | | o-o-o-o-o-o-o o-@ | | N \| | | /|\ o | | | / | | | o | | | / | | | o | | | / | | W<-----------O----------->E o | | | | | | | o | | | \ | | | \ | | | \ | | \|/ \ | | S \ | | o | | | | | | | | Map of Forests north of Telseron | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | | * | | | X = to symbolize *-*-*-* / \ | | | a criss cross in / |X \|\ / * | | | paths *-*-*-*-*-*-*-*-* / | | | | | | | | X | | / o | | *-*-*-*-*-*-*-*-@ | | | / | |/| |/ | | | *-*-*-*-*-* * | | | |\|/ | |/ | | | *-* *-* | | | | | |/| | | | % = You may "search bushes" to find *-*-*-*-* | | | and harvest herbs that grow | | | |/ | | | sporadically on this path. *-*-*-* % | | | | / | | This is a list of the herbs found * * E: Elevator / | | there: \ / / | | * cucumbers o-o Mill / | | * bunch berries | | | / | | * lady slippers % | | %-%-%-%-% | | * purple plums / \ | | | | | | | * willy bark % % %-% %-%--%--% % % | | * poison ivy / \ | | | | | | * loyol % %-% E CCC | | * crocus / \ CCC = continued below | -- More -- 200/332 -- ( t b r n a q x ! h ?) -- | % \ o o | | | \ / \ / \ | | o \ Forest o-o-o-o-o-o | | | \ /| | | | |/ \ Marsh | | o o-o-o-o-o-o o-o-o-o-o-o-o o-o-o-o | | | | | | | | | /| | | | | |/ |\| |/| | | o-------o-o-o-o-o-o o-o-o-o-o-o-o o-o-o-o | | / | | | | | | /| | | | |/ \| | | |/| | | o o-o o-o-o-o-o-o-o-o-o-o o o-o-o-o-o | | \ | | | | | | \| | | |/ |/|/| / | | o o-o-o-o-o-o o-o-o-o o-o o o | | Key to Telseron \ | | | | \| |/ |/ | | ~~~~~~~~~~~~~~~ o o o-o-o o o o-o o | | \ | | | 1: bank o-o-o-o-o-o-o o | | 2: store |\ | | | /| | | 3: adventurer's guild o-o-o-o-o-o-o City of Telseron | | 4: post | \| | |/ | ~~~~~~~~~~~~~~~~ | | 5: flower shop o o o-o-o 4 o | | (you may sell | | \|/ | | | | flowers within o-o-o-o-o-o-o | | this shop) | | /|\ | | | | 6: The Singing Tree 5-o 6 o-o-o 3 o | | Inn | / | \ | | | o o 1-o-2 o o | | |/ | \| | | o-o-o-o-o-o-o | | $ = Flower Garden | | | Entrance $ Within this flower garden, | | | /|\ you may pick many different | | CCC-o-o o-o-o-o-o types of flowers. | | | \ \|/ / | | o o-o-o | | | / /| \ | | o-o-o-o-o o-o-o-o-o | | | | \|/ | | o o o | | | | | | o-o o | | | \ | | | o | | | | | | | o o W: Decaying Church | | | | \ A: There is a door here leading east | | o-o-K o-o into a building (barred shut?). | | | | | T: Tomb (open door to tome before you | | W | o can enter) | | o-o-o | K: This place repeats if gone east | | | | o-o-o | | 0-0 |\| | | | | | o-o-o-o | | o | | | | | | o-o | | | | | | | A- | | | | | o-o-o- | | / | | / o | | / | | | T----o-o-o | | | | | o | | | | On top of Mt. Black | | ~~~~~~~~~~~~~~~~~~~ o | | | | | V o-o-o Giants northern | | | /| | |\ Camps | | o o-o-o-o-o | | / \| | |/ | | o o-o-o | | / / | | o o | | \ \ | | o o | | | | | | o o | | | | | | o o 1 2 | | / / | | @: A bright light radiates | | o-B-o Valley o o-o-o-o-o from this room. There is | | / \ of | / \ a force within that room | | C o Esmirim o o o that disallows entrance | | \ / | | | | o o o-o o @ o o-o | | | \ | \|/ | / | | o o o o o o Unfinished | | | | | /|\ | / \ Roads | | o o o-o o o o o-o o | | \ | | | | / | | o o o o o o | | \ \ \ | / / | | o o o-o-o-o-o o | | / | | | | \ | | o o 3 o 4 o | | | \ | / | | o o o o | | \ | | / | | o-o-o o-o-o-o-o-o-o | -- More -- 300/332 -- ( t b r n a q x ! h ?) -- | \ / | | | o-o o 1: Inn (you may purchase food here) | | / | 2: Post | | o o 3: General Shop | | / | 4: Bank | | o o B: Bush (a path to the valley will | | / | be revealed if the bushes here | | o o are searched. | | / / C: This is the top of Mt. Black from | | S o which you climbe to reach here. | | | | Climbing down will take you back | | o o down. | | | \ V: This is the summit. At the moment | | o o there is no obvious entrance | | | \ within. | | o o S: Here is a stream one may drink | | / /|\ to quench one's thirst. | | o o-o-o | | | /| | |\ Giants southern | | o o-o-o-o-o Camps | | | \| | |/ | | tunnel o-o-o | | | \|/ | | o | | Tunnel here has caved in. | | | There are no obvious o | | entrances into this tunnel | | at the moment. | | | /___________________________________________________________________________/ > read scrolls_on_calia You read the scroll titled "Maps of Calia including Argos". Maps of Calia including Argos, written by Tock on Narquelie 18, 3018. ______________________________________________________________ O______________________________________________________________O | Scrolls on Calia | | | | With modified introduction by our Dark King Celephias | | scribed on the twenty third day of Ringare | | in the year of our Dark Lord 3017 | | | | | | The Calian continent consists of many areas including | | two sizable citys, the Calian guild, the Dephonian | | temple, the city of Argos, the city of Gelan and the | | wilderness that seperates each of these areas. | | | | In these scrolls I have included all of Calia other | | than the City of Gelan. | | | | Calia is peopled by 6 distinct populations each with | | it own beliefs and cultures. | | | | Calians are warriors that follow the teachings and | | leadership of a good sorceress called Caliana. They | | seem to be at constant war with a race of creatures | | called Krougs. While these Krougs are an evil race | | I do not seem to have been able to convince them of | | the true Dark path. They attack all on sight, evil | | or good. An observation on Calians that I have made | | is that, with a few exceptions, they cannot stand | | alone in battle. There skills depend on their being | | able to hide behind some on in there party so as to | | sneak around them and attack. | | | | Argos is an area southeast of Gelan. Here you will | | find the Argosians, The Kretans, The Dephonians and | | a small group of satyrs. The Argosians are a goodly | | group, possibly in cooperation with the Calians. The | | Kretans are an evil group, but I am unsure whether | | we could trust them as allies as they appear rather | | chaotic; all who enter their areas are attacked on | | sight. The satyrs seem to be oblivious to the rest | | of the world and stay within their small section of | | forest. The leader of these creatures seems to be in | | need of assitance. Finally, the Dephonians are an | | evil - aligned religious group. Well-organized and | | quite possibly powerful, they currently appear to be | | involved with the Kretans against the Argosians. An | | alliance with them might prove useful in moving | | to take over the Calian continent, however, I am not | | certain that we could win them over to His service | | directly as they have a weak diety who has convinced | | them that she is a goddess (Dephonia). Involvement | | with them would probably first require an alliance | | to cleanse the continent of all who would follow | | light, then would involve us subjugating them after- | | ward to serve the Dark Lord. - | | | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | The Land of Calia | | | | | | Map #1 Docks, Moorlands, and West Argos | | | | | | T - # To Transport N | | | Gelan T. Northern Terel | | | P - # ^ P. Palanthas W--X--E | | | | G. Grey Havens | | | G - # A # S. Sparkle S | | | \ | C. Chariot to Argos | | S - # - # - R - # m. Marble road H | | / | \ > \ | | C r m - m - m - m m m | | / | \ \ > > | | # - r - # - # - # m m - m m | | / \ \ \ > > | | O * * r * * O m - m - m m - m| | \ \ \ >| | # * * r * * # See Map #4 | | \ \ \ Central Argos | | # * * r * * # and | | \ \ \ The Dark Forest| | O * * r * * O | |Spots of interest \ \ \ | |A. Adventurers guild # * * r * * - # | |H. Herbs here. \ \ / | | Madwort and Frostheal # * * r | |R. Roundabout \ / \ | | (I have seen Calians # * See Map # 2 | | enter a door here) | / Foot hills | |r. Road from the Roundabout # | | to the Calian guild. | | | -- More -- 100/313 -- ( t b r n a q x ! h ?) -- |*. Any spot marked with a * has exits in all directions other | | than up and down. Except as marked by the boundries to the | | Map. Also most of the positions marked with 'r' have exits | | in all directions. | | | | | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | Map #2 Foothills | | (A very boring place) | | To Map #1 | | Docks, Moorland, \ | | and West Argos # - # - # - # - # - # - # - # | | \ / \ | | r * * * * * * * * # | | / \ \ | | * * r * # - # - # - # * * * # | | | / \ / \ \ | | # * * * r # * * * # | | | / \ \ | | | # * * # To Map #3 # * * # | | | / The road to Calia \ | | | # * # _______________________________ # * # | | | | In the hundred or so rooms Ive | | | | # * # found, in the foot hills around # * # | | | | the mountain of the Calian guild | | | | # * # Ive found only Krougs Marked 'K' K * # | | | | and one interesting room Marked | | | | # * # 'D'. Our forces or Our allies # K # | | | \ control this area. A / | | | # * * # sword of darkness is # K * # | | | \ wielded by the / | | | # * * * # lead Kroug. # * * * K | | \ \ / / | | N # * * * # - K - # - K * * K # | | | \ / | | W--X--E # * * K * K * K * # | | | \ / | | S # - K - # - # - # - D - # - # | | | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | Map #3 The road to Calia | | | | | | | | To map #2 N | | Foothills | | | \ W--X--E | | r - r - s - S | | | \ S | | Things of interest s | | S. Sculptures \ | | s. Spears stuck in the ground r | | \ | | s - r - s s | | / Here there\ | | | r be Calians r S | | | | | | | | s r s s | | | | / | | | r r - r r | | \ / | | s s | | \ / | | r - s - S | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | Map #4 Central Argos and The Dark Forest | | | | | | # S S S | | / \ \ / / \ | | # S # # - S - # | | / \ / \ / \ | | # S S Crawl SS | | | into fold | | # - # - k s - s - s ^ l g - g | | \ \ | | | | | | | # - k s - s - s g - g | | \ \ \ / | | # # - k - k # - # L - # A - a | | \ \ | | | | | | k - k - # # - # - # k - k # - # - # | | \ \ | | / \ | | # # - # # | | \ | \ | | # - # - # # - # - # # A - | | / / \ / | \ | ^ | -- More -- 200/313 -- ( t b r n a q x ! h ?) -- | # # # - M # - # o # To | | N | | / / | \ | | | # # - # - # - # o - o - o - # # | | W--X--E \ / | | | | | Map | | | Crawl # - # - # - # w o - o w # | | S through / #5 | | branches# - # Places of interest # | | / a. Argosian guards \ The | | # k. Kretan warriors # | | | M. Merchant | City| | # o. Olive grove # | | \ A. Argosian commander(s) | of | | # w. Woodsmen # Argos| | | s. Sheep (pasture) | v | | # g. Grapes (vinyard) #- | | / L. Vinyardsman and (mothers?) | | # house. | | | S. Satyrs SS. Satires and shrine | | Steps to Map # 6 Dephonian Temple | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | Map # 5 The City of Argos | | | |To map # 4 | |Central Argos # | |and the | | |Dark forest # t---t---t | | \ | X X X | | G-#-#-#-#-#-#-#-G---G---#---G---#---#---G---#---#---G | | | | | | | | | | | | | | #---V T---#---i g---#---b w---# | | | | | | | | | | N # V S---# # # K~~~# | | | | | | | | | W--X--E t X #--p.i. B---#---#---#---#--P.O. Pr--# X t| | | | | | | | | | | | | | || | S t X G---#---#---G---#---#---G---#---#---G X t| | | | | \ / | \ | || | t X # l l # p---p # Th---Th # X t| | | | | | | | | | | | | #---#---#---# p p # Th Th # | | To map #4 | | | | | | | | | | | Central Argos and # m l # p---p # Th--Th # | | the dark forest. | | / \ | | | | | ^ -#-G-#-#-#-#-#-G---#---#---#---G---#---#---#---#---G | | | / X | | G # t---t---t | | | | Legend and places of interest | | | | X. Steps l. Library | | ~. Secret entrance m. Museum Curator | | B. Bank (Friend of Alexis) | | b. Brassworks p. Park | | G. Veteren Argosian Guards (Alexis the questmaster | | g. Glassworks can be found here) | | i. Inn (room and board) p.i. Pigeon house | | K. Kretan hidout P.O. Post office | | T. Tavern P.r. Olive and Grape press | | t. Temples S. Shop | | Th. Theater w. Woolworks | | V. Visitor center + Board | | | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | Map #6 The Dephonian Temple | | | | First Level Second Level | | s | | | | | G | | | | | # P | | | | | | #---#---P P---#---P | | / \ | | | S---# P #---C P #---#---# P | | / | \ | / \ | | | L---#---#---A---#---#---A P---#---# #---#---P | | \ \ | / | \ / | | | L # P #---# P K # D P | | \ \ / | | | | | A #---P K---#---D | | | | | | PU PUD | | | | | Places of interest | | P. Priests or priestess There are 7 tomes placed | | C. Captian of the guard in different areas in | | A. Altars the temple. They seem to | | K. Kitchen tell the story of a | -- More -- 300/313 -- ( t b r n a q x ! h ?) -- | D. Dinning room Dephonian seeker. Perhaps | | S. School for the Dephonians worth reading. Also there | | U. Up to next level are many works of art. | |______________________________________________________________| O______________________________________________________________O ______________________________________________________________ O______________________________________________________________O | | | Fini | |______________________________________________________________| O______________________________________________________________O > read scrolls_on_flotsam You read the scroll titled "Detailed maps of Flotsam.". Detailed maps of Flotsam., written by Tock on Lotesse 28, 3018. ____________________________________________________________________ /\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ | | | _\_| A detailed map of Flotsam |_ O___| (Reached from the pier north of the pier from cove in |_O | the city of Palanthas on the continent of Krynn) | | | | At first appearences this seems to be another typical shipping | | town. However it takes only a little exploring to find that | | Takhisis, the false evil diety that the draconians worship, | | has complete control of this area through her minions. They | | should prove no problem for our numbers to destroy as most, if | | not all, of her host seem completely addicted to strong drink | | and are almost always in a state of drunkeness. The only | | exception to this being a small number of higher ranking dracs | | and the highlords themselves. The reason for their occupation | | of this seemingly useless town escapes me, however they seem | | to be searching for some one known as the Green Gemstone Man. | | Others refer to him as everman and still others call him Barem. | | Even though reports do place this Everman within Flotsam I do | | not believe this ragtag assortment of mercenarys and drunken | | Draconians shall ever find him here. | | | | Main Map | | | | closed B | | | | A. Down to sub | |down to sub-> A---#---# #---#---C area 1 | | area 1 | / | | W---#---#---#---D G B. Boat to | | | | | | Palanthas | | W #---#---#---#---#---#---#-closed | | | | | | | C. Sea Elf | |H---# stairs down to cellar | | | | invisible wall #---#---# invisible wall | | v | | v | | #===# up #===# | | | | | | | | | # #---#---# # | | \ / | | #---#---# | | > | | This is a temple # | | which seems to / | \ | | be inhabited mainly / \ | / \ | | by the undead. #-----#-----# | | All in all a very | \ / | \ / | | | confortable place. | / \ | / \ | | | #-----#-----# | | \ / | \ / | | \ | / | | # | -- More -- 100/110 -- ( t b r n a q x ! h ?) -- | ^ | | High priest and altar | | | |-------------------------------------------------------------------| ___| |_ O___| |_O / | | \_/___________________________________________________________________/ > read scrolls_on_paxtharkas You read the scroll titled "Detailed maps of the Pax Tharkas". Detailed maps of the Pax Tharkas, written by Tock on Narie 13, 3018. _____________________________________________________________________ /\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ | | | _\_| Pax Tharkas |_ O___| |_O | | | | | Paxs Tharkas is an example of what the Draconians | | and their minions can do when they get organized | | and act in concert towards a common goal. They | | have completely taken over this place and use the | | slaves gained from Solace and other towns to mine | | iron ore for the making of weapons and armours. | | Pax Tharkas also serves as a headquarters for the | | dragon highlord Verminnard and his Red Dragon. | | All in all I feel they have done a splendid job | | in paving the way and preparing the Stronghold | | for occupation by The Dark Lord. | | | | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | | | Map #1 The Sageway | | | | Solace | | ^ | | | | | closed # | | \ / | | #---#---# | | | | | # | | | | | # | | \ | | # | | \ | | #---#---#---#---# | | / | | | Burnt city # | | of Gateway / | | # | | \ | | # | | | | | # # | | \ / | | #---# | | / | | # | | / | | # | | / Newports | | # # Delivery office | | / / | | #---#---# Boat to | | / Palanthas | | # | | / | | # | | / | | # | | / | | # | | / | | The gem gained -> #->Crawl down | | here will give / Examine bush | | you entrance to # Examine skeleton | | Paks Tharkas / Examine hand | | # | | / | | # | | / | | # | | / | | # | | / | | enter forest-> # | | v v / | | | #---# # | | / | | | \ | | # # #---#---# | | | | | | | | # #---#---# # | | | | | | # # <--- put gem in niche | | | to open the Sla-Mori (the secret way) | | # and map #2 The Secret way | | Gates of | | Pax Tharkas | | Exit only | | | | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | | | Map #2 The Secret Way | | | -- More -- 100/176 -- ( t b r n a q x ! h ?) -- | # <--Exit to Map #1| | enter | The Sageway | | U U U U hole # | | | | | | v | | | G= Draconian #---#--#--#--#--#~~# # enter hole | | Guards | | | | | | | | v | | # # U U U U #--#--#--#--#--#--#~~# | | U= Unfriendly | / | | | undead # # #--# Throne-> # | | | | \ | | with skeleton | | | #--# # #--#--# # of Kith-Kanan # | | | | | | | | | # #--#--# # <--Wraith! #--#--#--# | | | | | # <--Chain room. Climb up chain | | | to point marked on map #3 | | ? ? ? # | | | | | | | |#--#--#--#--#--#--#--#--# | || | | | / | |# A #--G--# | | ^ | | |up to # | |'A'on | | |map #3# <-- A huge Scale (balance) is here | | | | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | Map #3 Pax Tharkas | | | | G | | > | | # | | > | | G # | | > > | | #-----#-----#-----G------# | | > > | | > #---#---#---#---#---# | | > | | | | | G---G #---#---B # | | | X |> >| | | G---G # #-#-#-#-# <-Climb | | > > down to | | # #---G # G #---# Chain room| | | | | | | > on map #2 | | #---#---# # #---#---G---#---# | | | | | | * # | | G---#---G---#---G---#---#---#---#---A <-* Verminard! | | | | | | | | # <--Slaves | G down to A on map #2 | | Quarters | | | | | #---# <--store room | | | / \ | | | / \ <-- Tunnel | | G= Draconian Guards | / \ #= Stairs | / Flamestrike-> # Cloths | | # (red dragon) | | | Iron forge | | | v | | #---#---# # <-- iron mine | | | | | | # # | | / | | | | # # # | | \ / | | #---# | | \ | | under construction | | | ___| |_ O___| |_O / | | \_/____________________________________________________________________/ > read shadow_walkers You read the scroll titled "A scroll about the Shadow Walker Guild in Kabal". A scroll about the Shadow Walker Guild in Kabal, written by Stern on Hisime 10, 3017. ____________________________________________________________ / \ \ |\_/___-_______-______/|________--___|\_____-______-______/\____/ | | | | | The Shadow Walkers | | | | by | | | | Stern Burzumbar | | | | | | | | Prelude | | #-------# | | | | The Shadow Walkers are a group of thieves and street | | bandits, who lurk in the sewers of Kabal. They are a | | highly unstructured force of ruthless and immoral | | individuals, relying on deceit and trickery, and | | operating mostly in Kabal but also in areas such as | | Sparkle, where they find easy prey. What follows is | | an analysis of the guild. | | | | Beliefs | | #-------# | | | | The Shadow Walkers are a group of arsenists and thieves, | | without any common goals, beliefs, religion or morals, | | except their comon interest in trickery and deceit. All | | members have evil tendencies, as one has to be evil to | | be able to join. It is a layman guild, which houses | | members of various occupational guilds. | | | | Structure | | #---------# | | | | The Shadow Walkers are a totally unstructured group | | without any rules. | | There is no mortal leadership in the guild. The creator | | of the guild and first guildmaster is the wizard Sarr. | | The anarchy is also obvious from their title or ranking | | system. It consists of a large number of titles from | | which any Shadow Walker may choose one without any | | restrictions no matter what level of experience. Titles | | can be changed as often as the Shadow Walker wishes. | | Shadow Walkers often work in teams, as their thieving | | skills are tailored to teamwork. | | The Shadow Walkers are a layman guild only. | | | | Politics | | #---------# | | | | With the total anarchy and absence of leadership | | politics are practically absent. | | | | Abilities | | #---------# | | The following skills tailored to the needs of thieves | | are trained by Regols, the Thief Trainer: | | | | herbalism...............................superior layman | | find and remove traps.............. superior journeyman | | alchemy................................ superior layman | | awareness........................ superior professional | | sneak................................. superior acolyte | | appraise value....................... confident veteran | | pick pocket.........................superior journeyman | | hide............................... superior journeyman | | Also a choice of either knife or club can be trained to | | superior journeyman. | | | | Shadow Walkers furthermore have the abilities to: | | | | -Steal: Items can be stolen from the living, or from a | | place. In case of a living target the awareness | | is checked. If the target is a place such as the | | ground, it enables the thief to obtain an item | | without the act being noticed. | | -Distract: Shadow Walkers can distract a person by | | speech. A distracted person is much more | | vulnerable for stealing. Since one can not steal | | while distracting, Shadow Walkers operate best | | in pairs or groups. | | -Set traps: Wire traps can be made, hooked to either a | | net, a container with dust, or a bomb. The trap | | will not be triggered by the one who set it, nor | | individuals who witnessed it being set. The next | | person entering the room who can not see it will | | trigger it. A wire trap will keep the victim | | immobilized for 2-3 seconds. A bomb trap will set | | of a bomb. A dust trap will set the room in | | darkness until the dust cloud settles again. | | That takes approximately 10 seconds. It takes | | 5 gem rubs to see through the cloud. | | -Make bombs: Shadow Walkers are skilled in making bombs. | -- More -- 100/182 -- ( t b r n a q x ! h ?) -- | Components of a bomb: bottle | | water | | alcohol | | horse crap | | tar or flakes from an anvil | | rag | | A bomb can be thrown in the room one is standing | | in, into the next room, or to a person in the | | room one is standing in. The bomb throws people | | (except the thrower and the person it is thrown | | to) out of the room in random directions. The | | victims are not hurt in any way, all vitals | | remain unchanged. | | | | | | Guildhall | | #---------# | | | | The Shadow Walkers live in the sewers of Kabal. | | Their hideout is structured in the following way: | | | | | | T--T C B= Guild Board | | \ / C= Common Board | | \ / J= Join Room | | P B--S M= Meditation Room | | | | P= Post Office | | | | S= Start Location | | M--#--S--J T= Training Room | | | | | | | The Join Room is the only room of the Guild that can be | | accessed by non members. | | | | A thief merchant has taken residence in the guild and | | provides a 24 hour service of selling wares that may | | be of interest to the guild members. | | Wares he offers for sale are: | | | | -Protective clothing: cloaks, vests, pants, and boots. | | -Containers: small and large bags, backpacks, | | and dagger sheaths. | | -Climbing claws: Increase climb skills. | | (for instance from sup. journeyman | | to junior craftsman.) | | -Thief gloves: Increase pick pocket skills. | | (for instance from sup. journeyman | | to novice craftsman.) | | -Black face paint: Increases hiding abilities | | (for instance from sup. journeyman | | to junior craftsman). | | -Dust bombs: Darken a room for a 1-2 seconds | | to enable quick getaways. | | -Writing paint: To write long lasting messages on | | the ground. | | | | Wires, rags, dust, water, and bottles for traps and | | bombs can be obtained at the guild for free. | | | | Analysis | | #---------# | | | | The Shadow Walkers are an interesting group. They are | | not very skilled in thievery when operating alone, but | | are hightly capable thieves when grouped. | | The Shadow Walkers are loosely organized, and as such | | will not form a danger nor be of much use as a group. | | Individual members however can be harnassed and put to | | our use. Should some of them oppose us, they will not | | be much of a threat, as they will be easily crushed, | | the Dark Lord willing. | | | | May this information add to the Society's knowledge. | | | | Hail Melkor! | | | | | | ___ ____ ________ _________________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/_____________________________________________________________/ > read shaman_tactics You read the scroll titled "Brief report and descriptions of Shaman, the Viking Highlord.". Brief report and descriptions of Shaman, the Viking Highlord., written by Vrantimar on January 17, 3019. ________________________________________________________________ / \_______________________________________________________________\ | | | Report on slaying Shaman, the Viking Highlord. | | | | Full name : Shaman Terminator, The Viking Highlord, Ruler | | of Balifor and Tor's right hand. | | Description : blue-eyed shining male human | | Location : Shaman wanders around Balfior, exact location | | where he can be found cannot be told. | | Abilities : Very fast hits, Tor's warhammer will impale | | you on his own, Shaman can also wound you - wounded person | | has to drink very much amounts of water in order to survive | | the wound. It lasts about one hour of outworld time. | | Tactics : Depends on your size and abilities | | | | Apprentices : almost impossible to kill alone, he has very | | high dexterity which will make your windbolts not hit him. | | Faugoroth helps but you would need big team in order to hit | | him hard. | | Full Mages : If the Dark Lord has granted you the spell of | | Black Breath to use, Shaman will die quickly after three or | | four poisons, if not ones that can use Fire Breath can try | | it with combination of Faugoroth. If you will be teamed with | | another Mage it will be easier for you to slay the fool. | | | | Equipment that might be found in his dead body: | | | | - Tor's Warhmammer | | Very useful club for the Angmar layman members of Society, | | simmiliar to Excellent Halberd should be wielded properly. | | Syntax is wield warhammer in left hand, Tor's warhammer | | is trully excellent weapon. | | - Horned Skull Helmet | | Very good helmet, magically enchanted it gives wearer very | | good protection agains fire. It is said that the skull of | | which it is made was taken from a powerful fire-lizard. | | - Green Mithril Robe | | This is the skin of the legendary god Tor, it is magical. | | Probably with proper combat stats when worn it will rise | | wearers constitution, without proper stats attempt to wear | | it will end with slight damage taken and droping the robe. | | - Dwarven Kite Shield | | No magical enchantments detected. Its very large and heavy | | shield which will cover your body and legs. If appraised | | magically its worth is about 900 cc. | | | | In His Service | | Din-Wath | _\ \ \/_______________________________________________________________/ > > read highlord. Read what? > read shield-dethraine You read the scroll titled "Personal-file.". Personal-file., written by Sarenkir on May 25, 3018. ____________________________________________ /\ \ | | | \/___________________________________________/ | | | Dethraine | | --------------- | | (Anguva, the Iron willed). | | | | Description: Battle-scarred, black- | | bearded. | | | | Race: Human. | | | | Gender: Male. | | | | Guilds: Blue Dragon army. | | | | Title: Dethraine, the Hardened | | mercenary of the Blue Dragonarmy. | | | | Notes of interest: Dethraine served as | | a Seargent and Recruitment officer in | | now lost army of Angmar. Long as he | | dedicated his service unto the Lord of | | the East. As capable warrior with a | | keen mind. Dethraine was found worthy | | to serve as Anguva, first Shield of | | Anghoth. | | | | Mortal Size. | | ------------- | | Strength: (Not listed). | | Dexterity: (Not listed). | | Constitution: (Not listed). | | Intelligence: (Not listed). | | Wisdome: (Not listed). | | Discipline: (Not listed). | | | | | | Tirumbar. | |__________________________________________| /\ \ | | | \/___________________________________________/ > read shield-miclo You read the scroll titled "Personal-file.". Personal-file., written by Sarenkir on May 25, 3018. ____________________________________________ /\ \ | | | \/___________________________________________/ | | | Miclo | | ----------- | | (Angpaur, The Iron Fist). | | | | Description: Pale, red-eyed. | | | | Race: Human. | | | | Gender: Male. | | | | Guilds: Travellers, Dragon order. | | | | Title: Miclo the Traveller of Legend | | and Stygian Dragonmaster of the | | Elyzerin Sun, High Priest of the Dragon | | order. | | | | Notes of interest: A loyal and cunning | | soldier. A skilled warrior of unarmed. | | His loyality unquestionable. He was | | found worthy to serve as, Angpaur, | | second Shield of Anghoth. | | | | Mortal Size. | | ------------- | | Strength: Epic. | | Dexterity: Epic. | | Constitution: Epic. | | Intelligence: (Not listed). | | Wisdome: (Not listed). | | Discipline: (Not listed). | | | | | | Tirumbar. | |__________________________________________| /\ \ | | | \/___________________________________________/ > read shields You read the scroll titled "A evaluation of ten Shields.". A evaluation of ten Shields., written by Sarenkir on Sulime 24, 3018. ______________________________________________________________ /\ \ | | | \/_____________________________________________________________/ | | | | | Praised be Melkor! | | | | | | | | The Shields | | --------------- | | After the name of the shields will a number appear | | , this is my evaluation of the shield based by my | | own experiences with the shield and the various | | appraises of object. | | | | | | Huge Mithril Shield: 9/10 | | -------------------- | | This is a most excellent shield that will increase | | your armour and defencive capabilities greatly. | | It will also hold for a long period of time. | | It is carried by the Huge Goblins in the Goblin caves | | in the Misty Mountains. Two places to find these | | goblins are, from crack: in,push walls,ne,e,push walls | | ,ne,pull walls,pull walls,ne,e,e or from crack: in, | | push walls,ne,e,push walls,ne,pull walls,ne,n,ne,ne | | | | Huge Bronze Shield: 7/10 | | -------------------- | | This is the lesser version of the Huge Mithril Shield | | it is still a good shield though, but since it's made | | of Bronze it will be worn down quicker. This also | | carried by the Huge Goblins in the Goblin caves. | | | | Maroon Dragon Scale: 10/10 | | -------------------- | | This is a Scale from the Deep Dragon in Kalad, Shadow- | | Gloom. This is a marvellous shield, a bit heavy, but | | truely the best shield I have ever encountered. | | Shadowgloom can be found, from the Caravan gate in | | kabal: 5ne,3e,nw,ne,2n,ne,n,ne,2u,e,search floor,d, | | 2 climb down,2e,se,sw,e,2ne,e,2s,worship iron golem, | | he will take you west into the lair of Shadowgloom. | | Search the corpse and then cut the scale from it. | | | | Heavy Golden Shield: 8/10 | | -------------------- | | This is the shield of Lord Calof of Kalaman. A great | | shield indeed. Heavy but strong, will last a long time.| | And has some interresting emotes aswell. The Lord has | | many other ... nice... things such as the Golden | | Ornate Platemail and the Golden Sceptre. Lord Calof | | can be found from the entrance to the city: 3sw,nw,w, | | 3s,kill human there,u,n and there he is. | | | | Death's shield: 7/10 | | -------------------- | | This is a fine shield, light aswell. It's carried by | | the devil's knights of the legion of Darkness, note | | that it is the Knight's that is says of the legion | | of darkness that has the shield, aswell as the Master | | Knight. The Master knight can be found 8s from the | | entrance to LoD. The other knight can be found max n | | in the northbound corridors of LoD. And a lone Knight | | also stands 2e,n from the cornerstone in terel. | | | | Massive Steel Shield: 6/10 | | -------------------- | | This is a shield worn by the Huge Goblins in the | | goblin caves in the Misty Mountains. Though not as | | good as the other still a decent shield. Very strong. | | | | Steel Tower Shield: 5/10 | | -------------------- | | This is the Shield bought from Bubba the smith in | | Gelan, the reason that this shield is to be included | | in this list are since that it gives us a well known | | shield to compare the other with aswell as the fact | | one can easily obtain a decent shield to use with a | | one-handed weapon. | | | | Great Steel Shield: 7/10 | | -------------------- | | The shield from the Swords-Master in Flootsam, he who | | also carries the Kestral-Marked Longsword. In all | | aspects a good shield. | | | | Crystal-lined Shield: (?/?) | | -------------------- | | The shield from the guards of Sir Gilbert of Drakmere. | | Now this fellow is the guardian of Drakmere and will | | appear if anyone Large enough kills within the walls | | his city. He brings with him six Hunter Knights, these | | carries the shield, and it is said to be the best in | -- More -- 100/124 -- ( t b r n a q x ! h ?) -- | the realms. However this is rather hard to prove since | | the job to slay him and his guards is almost | | impossible. | | | | Heavy Steel Shield: 6/10 | | -------------------- | | Like all the armours of Shale the Hill dwarf, is it | | fairly heavy and fairly good. Shale can be found on | | the road from Flootsam to Port-Balifor say about 8s | | from the south-gates of Flootsam. | | | | | | Skribed by Apprentice Sarenkir. | |____________________________________________________________| /\ \ | | | \/_____________________________________________________________/ > read slaying_emerald You read the scroll titled "This is a detailing of tactics to be used when battling the Green Dragon". This is a detailing of tactics to be used when battling the Green Dragon, written by Vrantimar on January 17, 3019. __________________________________________________________________ /_\ \ / | | |\_/_______/|__________________________________________|\___________/ | | | | | Hail Melkor!! | | | | The main purpose of this scroll is to show that an Apprentice | | with a proper preparation and proper ingridients and herbs | | can defeat the green dragon, named Emerald which happends to | | have its adobe near the city of Flotsam in the far lands of | | Ansalon and by this victory obtain a equipment that can be very | | useful to the members of Society. | | | | ------------- * ------------- * ------------- * ------------- | | | | --- Location --- | | | | The green dragon's lair is located near the road from Flotsam | | city to Balfior city. | | These are directions from the gates of Flotsam city: | | 8 south, 2 south-west, north-west, south-west, 2 north-west | | These are directions from the gates of Balfior city: | | 4 north-east, 2 north, 3 north-east, 5 north, 2 south-west, | | north-west, south-west, 2 north-west | | | | ------------- * ------------- * ------------- * ------------- | | | | --- Preparations --- | | | | If your mentals are not very high you should have with you | | a bigger load of suranies and astaldos. It is needed to have | | about close to courageous to attack the dragon and about | | epic mentals to be sure the dragon will not paralyze you. | | | | Remember to prepare earlier a berichelkh potion in order to | | cast the ringurth spell before the fight starts. | | | | If you lack discipline to attack the dragon use the astaldo | | herb in order to rise your discipline to proper level needed | | to attack the dragon. | | | | ------------- * ------------- * ------------- * ------------- | | | | --- The fight --- | | | | My suggestion is to use a combination of a faugoroth spell, | | and the dramalgos spell. | | | | Remeber, you will not have a chance to return to dragon if | | you wimpy from the fight, you will get paralyzed and killed. | | | | From my observations you can be sure that the dragon will | | be stunned if you will cast one faugoroth spell and two | | windstorms after that, then another stun and another two | | dramalgos and to keep doing it till the dragon will give | | the final breath in agony as it will die. | | | | If you will succed with such system of spell casting , the | | dragon will be unable to use its breath during the fight. | | | | ------------- * ------------- * ------------- * ------------- | | | | --- Useful Informations --- | | | | As the fight ends 'enter lair' in order to get two _very_ | | useful for Society items. First the 'black-gem ring' which | | when worn on finger will summon one level of darkness and | | the Second item 'flowing black silk sash' which when worn | | will rise wearers quickness. | | | | If you know that you might not be alone during the fight, | | do not start it, we do not want to have any witness of how | | we can kill the dragon and how the fight goes. If you notice | | enemies near, do not start the fight either. | | | | The ring and the sash might be only found once during the | | armageddon, after the first death of the dragon. If the dragon | | has been killed do not think that you will find any treasure | | in its lair. | | | | May this scroll be of benefit to the Society and please | | the Nine and my Master Miule-Er | | | | In His Service, | | Apprentice Nareth | | | | _ __________ ______________________________ ____________________| |/ \ |/ \| \ \\_ | | \_/________________________________________________________________/ > read the green dragon Read what? > read smiths You read the scroll titled "The Blacksmiths of Shire". The Blacksmiths of Shire, written by Ugelplect on Narvinye 10, 3018. _____________________________________________________________ /\_________________\_________________________\_________________\ \ \ | Hail in the Name of the Black Master! | | | | This scroll entails my findings on the Smiths Guild of | | the Morgul Shire. | | | | After the downfall of the Rangers of the North, the Lord | | of Mordor declared the Shire as His own. Shortly there | | after a new group of Smiths took up residence at the | | abandoned Forge. A group sympathetic to the Minions of | | the East. | | | | The new Layman Guild has a cost of 9% guild tax. Is | | open to all no matter the taint of their soul. | | | | There is no penalty for forsaking this Union. | | | | To enter the Smiths one must perform a small task of | | forging an iron necklace and returning it to Bores the | | Master Smith. This task takes only a matter of minutes. | | | | Skills: | | | | Forging to Superior Craftsman | | Mending non-magical Weapons to Superior Craftsman | | Mending non-magical Armours to Superior Craftsman | | Appraise Objects to Confident Veteran | | Appraise Values to Confident Veteran | | Trading to Superior Journeyman | | Axe to Superior Journeyman | | Club to Superior Journeyman | | Knife to Superior Journeyman | | Sword to Superior Journeyman | | | | Benefits: | | | | This Guild trains its members to have a sharp eye | | concerning weapons and armours. With the Smith Inspect | | a Smith is able to discern the quality of such and if | | the item is enchanted with but a glance. | | | | A member is also able to find rocks about the realms | | that may serve as whetstones. With the whetstone a | | Smith is able to sharpen his weapon even in mid-combat. | | | | The Forge: | | | | A Smith may Blacken a weapon. | | Plate his armour with any of the coins found in the | | realms to increase its value and appearance. | | Repair broken non-magical weapons and armours. | | Mend damaged weapons and armours. | | Polish rusted weapons. | | | | Pump the Bellow to speed up the forging process. | | Melt armours or weapons to obtain an iron bar. | | Forge a variety of weapons and armours. | | | | Iron bars and leathers are the ingredients needed to | | to forge all armours and are available for purchase in | | the guild shops. Bores also sells iron bars if none are | | in stock and skins may be brought to a hobbit tanner to | | be made ready for use. | | | | Iron bars and leathers are also used in the forging of | | weapons with the exception of the Stiletto which only | | requires a bar and the halberd which also requires a | | pole. | | | | It requires much work to gain experience with but a | | single item to improve quality. After forging 200 | | platemail one can expect to craft an armour that | | appraises 800 to 950cc and protects very well. | | | | As our Lord has Mastered the Forge, also has our King | | the Lord Nazgul Gaya-Er given His minions leave to join | | the guild to obtain the Mastery. | | | | May this scroll serve the Society and be found pleasing | | to Him. | | Hannogar, Servant of Mordor | | ___________________________________________________________|_ \/____________/________________________________/______________/ > read solace_map You read the scroll titled "A map of the City of Solace and the Northwest Region". A map of the City of Solace and the Northwest Region, written by Ugelplect on Sulime 13, 3019. Upper and Lower Solace, Northwest Solace and Minotaur Camp: / \ _ _ _ \ \ /______/|_________.____________|\_____________;|__________________/ \ \ | Hail in the Name of the Lidless Eye! | | | | This, the first of a set of scrolls, contains my findings in | | the Northwest Region of Solace, the City of Solace, and a | | Minotaur Camp. | | | | The areas on this map are devoid of herbs. | \_ | | The Camp itself, is protected by a very large Minotaur and a | | group of Draconians and Ogres protect a tent in the center of | | the camp. The tent holds a single human, but I was unable to | | extract any information from him. | | / | The path leading up to the Camp, Northwest of Solace, is \ | generally populated with Draconians and a few Golbins. On | | more than one occasion have they attacked me in my travels. | | | | Solace the City is fairly peaceful and the guards there are | \ weak. The city is populated with Solace Peacekeepers, Kender | / Goblins, Citizens, and I have found Draconians wondering along | | the out-skirts. Note, the Kender are exceptional thieves but | | will return that which they have taken, I have no explanation | | for this behavior. | | | | Overall, I believe the city will fall with the utmost ease. | | | | Minotaur Camp: | | | | o | | /| b: path leads back to road | | b-M-o-T M: bird will lead you to this point | | \| \| T: tent | | b o | | | | Northwest Solace and Lower Solace: / \ | | M-o-o M: 'examine large tree' 'call bird' | | \ animal handling skill-expert acolyte needed | | o | | | | | o 1: Continued on Northeast Solace Map | | / \ 2: Continued on East Solace Map | | o o-o 3: Continued on Southeast Solace Map | | \ 4: Continued on Southwest Solace Map | | o | | \ | | o 1 | | | / | | o o u u u: up | | | |/| /| ND: Newports Dock | | ND-o o-o o o-o o | _\ \ / \ | | | u o-u-o | | \ | | | o o | | \ | | | o-o-o-o-o-o-o-o-2 | | | | | | \ | | u u-o o u 3 | | / \| / | o o \ | | | | | u 4-o | | | | Upper Solace: | | | | I Q | | : | | | o-d o-d-o-o A: Adventurer Guild | \ / \ / /| B: Board | | o o o-o o-H F: Portal to Faerie | | / \ \ / | H: House | | Bank : d A o-B o I: Inn of the Last Home | | | /|/ \ | P: Post Office | | o F-o o o o Q: Quest Master | | \ | | | | S: Shop | | o o o o-S o W: Wise Persons | | / \ / | \ | | | W d d o-d d: down | | \ |\ / | | o o o-o | | \| | | | d P | | | | May this scroll benefit the Society and be found pleasing | | to the Nine. | | His Will be Done, | | Hannogar | | ________________________ _______________________ ____________|_ \ \ \| \./ \ \/____________/_____________________/_____________________/________/ > read soldier-mariuz You read the scroll titled "Personal-file.". Personal-file., written by Sarenkir on May 25, 3018. _____________________________________________ /\ \ | | | \/____________________________________________/ | | | Mariuz | | ------------ | | | | Description: Barrel-chested, sensible. | | | | Race: Uruk-hai. | | | | Gender: Male. | | | | Guilds: Red Dragon army. | | | | Title: Mariuz, the Decorated Soldier of | | the Red Dragonarmy. | | | | Notes of interest: A skilled fighter and | | strong in loyalty. | | | | Mortal Size: | | -------------- | | Strength: Epic. | | Dexterity: Immortal. | | Constitution: Immortal. | | Intelligence: VC Brillant. | | Wisdome: F Epic. | | Discipline: VC Courageous. | | | | | | Tirumbar. | |___________________________________________| /\ \ | | | \/____________________________________________/ > read soldier-neuron You read the scroll titled "Personal-file.". Personal-file., written by Sarenkir on July 25, 3018. ______________________________________________________ /\ \ | | | \/_____________________________________________________/ | | | Neuron | | ------------ | | | | Description: Wicked, green-skinned. | | | | Race: Male. | | | | Gender: Uruk-hai. | | | | Guilds: Red fang, thieves, red dragonarmy. | | | | Title: Neuron Tarranor of the Black Blade, Feared | | Captain of the Red Fang, Hardened Mercenary of | | the Red Dragonarmy. | | | | Notes of interest: This Soldiers is a feared | | warrior, yet feared for his strength and skills | | with arms, not for the strength of his mind. | | This one is quite slow sometimes. But a most | | useful tool in combat. | | | | Mortal Size. | | ------------- | | Strength: Immortal. | | Dexterity: Immortal. | | Constitution: Immortal. | | Intelligence: (Not listed). | | Wisdome: (Not listed). | | Discipline: (Not listed). | | | | | | Tirumbar. | |____________________________________________________| /\ \ | | | \/_____________________________________________________/ > read soldier-sirion Read what? > read soldier-sirion. You read the scroll titled "Personal-file.". Personal-file., written by Sarenkir on May 25, 3018. ___________________________________________ /\ \ | | | \/__________________________________________/ | | | Sirion | | ------------ | | | | Description: White-haired, sentimental. | | | | Race: Human. | | | | Gender: Male. | | | | Guilds: Travellers, Theives and | | Gladiators. | | | | Title: Sirion, Hardened Talespinner of | | the Travellers, the Supreme Master | | Gladiator. | | | | Notes of interest: This warrior have a | | history of loyal strife. During the | | days of Angmar the one participated in | | many battles, and when the corruption | | struck the army blind, he ceased his | | aid. He is a strong warrior with a keen | | mind, that could one day make him a | | fine shield. | | | | Mortal Size. | | ------------- | | Strength: Epic. | | Dexterity: Immortal. | | Constitution': Epic. | | Intelligence: (Not listed). | | Wisdome: (Not listed). | | Discipline: (Not listed). | | | | Tirumbar. | |_________________________________________| /\ \ | | | \/__________________________________________/ > read soldier-straag You read the scroll titled "Personal-file.". Personal-file., written by Sarenkir on May 25, 3018. ___________________________________________ /\ \ | | | \/__________________________________________/ | | | Straag | | ------------ | | | | Description: Swarthy, menacing. | | | | Race: Human. | | | | Gender: Male. | | | | Guilds: Blue Dragonarmy, Blacksmiths. | | | | Title: Straag the Hardened Mercenary | | of the Blue dragon army and blacksmith | | of the Shire. | | | | Notes of interest: A potent Warrior he | | is. And if kept within strick order, | | loyal. This one is always looking out | | for himself in one way or another. Yet | | he is strong in contributions and | | service. | | | | Mortal Size. | | ------------- | | Strength: Immortal. | | Dexterity: Immortal. | | Constitution: Immortal. | | Intelligence: (Not listed). | | Wisdome: (Not listed). | | Discipline: (Not listed). | | | | | | Tirumbar. | |_________________________________________| /\ \ | | | \/__________________________________________/ > read south_flotsam You read the scroll titled "Regions from the south gate of flotsam". Regions from the south gate of flotsam, written by Eleron on Hisime 28, 3018. --------------------------------------------------------------------------- | | | South Flotsam | | | | | | | The area just south of flotsam has some areas of interest. | | The first is a hidden group of knights known as the knights circle | | which isn't hidden very well at all. The second is a hill dwarf | | who wields a mighty axe known as the Dwarven Cleaver. Last is | | the Dragon which protects a stash of gems and coins plus a special | | ring which creates darkness when worn. The treasure and the ring | | only reset one time per armageddon while the dragon will reset | | more often. The path to the dragon is hidden and requires a very | | high tracking skill. The dragon is evil thus creating an align | | drop when killed. | | | | SG - south gate of flotsam | | | | | x FH | | | / | | x-x-x-B In house at H | | | \ | | x H&S x-FP FP - Fireplace (enter, | | | : and push stone) | | x k1-k2 k1 & k2 - The hidden | | | knights circle | | x | | | B - Bull pen (jump fence) | | x H-H-H H - Forest with herbs | | |\ | | P - Animal path which one | | H x-x-x H-H-H H may track through | | | | | \ | | | w - Pool of water - centaur | | Dragon P H H-H-x-H-H H-H chief is here | | \ /| | | | \ | | R - Ruins of a tower - the | | P P P | H H-H x-x-x H-H shadows hide a revenant| | \ / \ / | | | | | \ | | H&S - House and stables both | | P P | H-H H-H-H x-H H may be entered | | closed \ | \ | c - Centaur area | | x H R-H x H FH - Farmhouse which may be | | / | | \| entered | | x-c H-H-H-H x-x-closed | | / \ \ | | c w x | | \ / | | x-c | | | | The areas marked H are within a forest and all exits are | | non-obvious ones. The following herbs may be found at each | | location marked with an H and may be searched for directly. | | | | Name: Chantrelle | | Appearance: Puffy yellow mushroom | | Virtues: Restores mana but much weaker than suranie | | (less than half as strong) | | | | Name: Tangleshoot | | Appearance: Twisted thorned Vine | | Virtues: No known use | | | | Name: Bunchberry | | Appearance: Veined oval leaf | | Virtues: Restores fatigue | | | | Name: Hazelnut | | Appearance: Hard enbracted nut | | Virtues: Food and Restores fatigue | | | | | | | | Penned in Service by, | | Aridhgul | | Grand Warlock of Morgul | | | --------------------------------------------------------------------------- > read sparkle You read the scroll titled "Maps of Sparkle and Surroundings". Maps of Sparkle and Surroundings, written by Stern on Nenime 29, 3018. ___________________________________________________________________ /_\ \ //_\| | |\_/_________________________________________________________________/ \ \ | | | Maps of Sparkle and Surroundings | | #-----------------------------------# | | | | Hail in His Name! | | | | | | Not too far from the lands of Middle-Earth lies village | | named Sparkle. | | Citizens of this village are peaceful and calm peoples. | | In spite of Sparkle being small, this is one of the | | largest ports in whole Realms. There cross many trails from | | other lands. | | The one who will control this area will increase his | | influence in other lands. | | I made a map of this area, to facilitate it being conquered | | for the greater glory of Dark Lord. | | Please notice that west from Sparkle lies an old Fortress | | occupied by orcs, and south from the Fortress are the Goblin | | Caves. | | These tribes are weak and have no power to conquer | | this land. But after reorganisation these warriors may have | | some worth for His Society. | | | | | |-------------------------------------------------------------------| | *-* | | | | | | 4-*-F-F | | | | | | *-* F | | | | | F-F-F-R | | | | | R | | | | | * R | | | | | | W-P-P-P | | | | | | G-*-*-3-P p-r-P * | | | | | | | | | g-*-* P-P P-B-M-M-M-* | | | | | | | | | P-P-P-P-B *-*-* | | | | | O | | | | | | | H | | | | | | | H O O R | | | | | | | | O-O K O-O | | | | | | | | | O---O-O | | | | | | | O R | | | | | | R-R-*-* | | | | | | | R-R-F | | | | | | | | F-F-R-R-R-R-c-B-*-Sparkle | | | | | | | F *-*-* R | | | | | | 2 C-C R-S-S-S | | | | | | | C-C | | | | | | 5 | | | | | | | *-*-*-1-R | | | | Legend: | | R-Road 1-Theatre (Actors Club) | | F-Forest 2-Entrance to Goblin Caves | | B-Bridge 3-Big Tree | | P-Plains,Fields 4-Dwarfheim Entrance | | O-Orc Fortress 5-Actor's Club Board | | S-Small Stream c-Crossroads | | M-Misty Moor r-Ruins | | G-Giant g-Geyser | | p-Pool H-Small Hole | | W-Waterfall C-Canyon | | K-Kalach Temple | | | | | |-------------------------------------------------------------------| | | | GOBLIN CAVES | | | -- More -- 100/146 -- ( t b r n a q x ! h ?) -- | * * | | | / | | *-/ | | / \ | | 3 *-1 | | | \ | | * -2 | | | | | Entrance | | Legend: | | 1-Startroom, Board. | | 2-Training Room. | | 3-Chapel | | | |-------------------------------------------------------------------| | | | | | DWARFHEIM | | | | B 2-T | | | | | | P *--* 1-TR | | | | | | | S *-*--I-*-* | | | | | | E-*-*-AG | | | | Legend: | | B-Bank T-Temple(startroom) | | PO-Post Office TR-Throne Room | | S-Shop I-Entrance to Inn(down) | | E-Entrance AG-Adventurer Guild | | 1-Charity Box 2-Board | | | |-------------------------------------------------------------------| | | | I hope my humble map will please Him and the Nine. | | In Service | | Argor Apprentice. | | | | | / / /___________________________________________________________________/ |/\ \ \\_| | \/___________________________________________________________________/ > read swords You read the scroll titled "Magical swords in the Realms". Magical swords in the Realms, written by Karpath on Lotesse 13, 3018. ___________________________________________________________________ / _\ \ | \ | | \_/_. This list is a compilation of scrolls already . | existing in the library made by Bala Er, Saura Er | . Louie and the former member known Nomm and a survey . | done by me and Apprentice Trennagin. | . . | List of magical and poisonous swords in the Realms. | . . | | . Shimmering grey longsword: . | Wielded by Jadestone Doll, protector of the Bazaar in Sybarus. | . never having wielded it, I've observed it possessing a special . | similar to that of the jagged black scimitar a special that | . reportedly drains mana and fires it back in a grey explosion . | at the wielder's enemy. Rumours has it that the swords can | . emit dreadfull fear that causes the attacker to flee in any . | direction. | . . | Jagged black scimitar: | . This intelligent weapon possesses a will of its own. It . | attempts to seize control of weak wielders low wisdom and | . inteligence and force them to attack travellers passing by. . | Resisting the will of the blade seven times reportedly makes | . the wielder the master of the weapon. The scimitar has a . | mana draining special which stores up drained mana and blasts | . it back at enemies when it reaches a certain level. It is . | wielded by the chief orc of the camp north of the shires. | . . | Sword of Darkness/Light: | . This decent magical blade is wielded by a kroug on the moors . | of Calia. It sheds one level of darkness in its room or one | . level of light if it has been brought to the room of light in . | the Calia castle. The kroug wielding the blade attempts to | . swipe the wielded weapon of whomever tanks it. There is a . | similar sword of darkness wielded by a ghost in the nothern | . cavesystems of Terel. This sword however only sheds darkness . | when wielded, contrary to the sword from Calia that sheds | . darkness neverendingly. . | | . Basket-hilt falchion (Runed): . | Seven shadow-elves on the Holm south of the great Bazaar of | . Sybarus are known to wield these fiercesome left-handed blades . | of speed. They are resourceful opponents capable of breaking | . armours and hailing a flurry of special attacks at those who . | would engage them in battle. These weapons have been reported | . to break often. You need to be sober to wield this weapon. . | | . Blue sword: . | Past the locked door of the witch residing in the forest north | . of Calathin is a frog. Kissing the frog restores him to human. . | On him will be a blue sword which, if obtained before it is | . activated, will contain one charge. When the rune is spoken . | (say blue), the blade will for a very short time become an | . extremely powerful blade. . | | . Wyrmslayer: . | This sword is guarded by an acid-spitting giant slug inside | . ebony-bladed dagger on the cold-blooded corsair in Ithilien . | seems to pierce this slug rather effectively (or at least has | . done so in the past) with a few poisons able to bring its . | health to a negative slope. Only the slayer of the slug can | . retrieve the sword so care must be taken not to let the poison . | bring about death. Naturally, this weapon is dubbed wyrmslayer | . for its special damage done when used against dragons. . | | . Nemesis sword: . | This two-handed sword is wielded by an ogre equally skilled in | . unarmed combat as he is in swordplay. Accompanying him are two . | ogre guards. The sword's description claims it is not the real | . Nemesis sword and its powers are sketchy. However, when it is . | glowing it is reportedly as powerful as Mergula's blade. Its | . cycles of activity seem to be random. . | | . Black sword of Mergula: . | Reportedly the most powerful blade in the game, this two- | . handed sword can only be wielded by the slayer of Mergula . | after Mergula blesses it the instant before his death. Mergula | . is one of the toughest opponents in the game. He has spells, . | armour breaking specials, and assistants. It is common to see | . death at his feet explaining why this sword is rarely seen in . | the game. | . . | Devil's sword: | . Two knights in the Legion of Doom underground wield this . | weapon. It is reportedly only magical or effective while in | . the hands of an evil hearted. It is to be mentioned that this . | weapon compared to others does not wither away when the spell | . narusse is cast upon it, it merely rusts alittle and can be . | waxxed to obtain its former powers. | . . | Violet Edged Red Shortsword: | . This sword is enchanted to enhance the wielder's skills in . | defence and parry, but will only do so for skilled wielders | -- More -- 100/139 -- ( t b r n a q x ! h ?) -- . members of the Society will not benefit from this enchantment. . | Moreover, the sword seems to have a rudimentary intelligence | . and a powerful will, and can only be wielded by those of . | sufficient mental prowess. Upon wielding it drains a good deal | . of mental energy. Despite these drawbacks, it is a potent . | weapon and serves a Mage well in battle. It is found guarded by| . a barrow wight. It may be wielded in either hand. . | | . Foul stygion-black sword/Pure snow-white sword: . | This sword is wielded by the Avatar of Thanar in the city of | . Kabal. Unfortunately the Avatar does not roam the streets of . | of the city, but is released to do wrath on the slayers of the | . Priest of Thanar who is located beneath the main City. . | To reach the Priest of Thanar one needs to first get past | . eight of the knights of Thanar, this can be done by either | brute force or cunning bribery. When you reach the Priest you . will find him standing alone in his chambers. Or so you are | lead to believe, with him he has two invisible guardians. . However none of these are any match to His Servants. | When you tear the life from the Priest the Avatar will appear . and head for the City, slay him and you will retrieve the | foul stygion-black sword. To get this sword changed into the . pure snow-white sword you need to help someone also located | in Kabal City. A warning should be said here, you need high . sword skill to be able to wield the sword(s) otherwise the | powers within will harm your severely. With the swords follow . two command words, these will be obtained when solving a quest | and thus cannot be told here. . | . | Scribed in His service by Haidagwath. . | . / _______________________________________________________________/_ / / \ | \_| \_/_________________________________________________________________ > read sybarus_bazar Read what? > read sybarus_bazaar You read the scroll titled "Sybarus Bazaar". Sybarus Bazaar, written by Karpath on Narquelie 20, 3017. ______________________________________________________ / \ \ \ | | . . | This is a map of the Bazzar of Sybarus. | . . . . . At the bazzar of Sybarus I have found . | that people are of neutral or of slight | . goodness. But they are not strong, not . | in arms nor in mind, so with the | . the right commanders they could be subdued. . | Those leaders could perhapps be the | . evil dwarves that live in Sybarus, . | if tought and trained properly. | . There are also some trolls and lizards . | within the caves in southern Sybarus. | . They could surely be of good use for our . | cause as well. | . . | o a) General Shop | . | b) Goblin with medallions . | x-o c) HerbShop | . | d) Apothecary . | o-w e) Bakery | . | f) Tent . | v-o-u A-B o g) Lockets | . | \ / h) Sack Maker . | t-o-s k j o i) Pub | . | | | | j) Dancer's Club . | n-O-m-o-l-o-i o k) Butcher | . | | | | | | l) Women's Clothing . | C-o-p-q-r-o-h-o-o m) Men's Clothing | . | | | | | | n) Inn . | y-o-o-o-f-g-D-o O) Torches (N1) | . | | | | p) Flower Stall . | | a-b-e | q) Novelty Shop | . | | | r) JadeStone Doll . | | o | s) Post Office | . | | | t) BlackSmith . | | o-c-d | u) Bank | . * *-* o v) Library . | | | | | w) Coffins | . * * * o-o-o-o x) Isles of the Dead (N2) . | | | | | | | | y) Adventurers Guild | . *-*-*-* o-o o-o-o-o z) Gateway to Holms (N3) . | | | | | |\|/| A) Statues | . * * * * o-o o-o-o B) Statue Builder . | | | | | | |/|\| C) Entrance to Bazaar | . * z *-* o-o-o-o-o D) Guard House . | | | | | . o-o-o . | | | . o . | /|\ | . o o o . | | . N1: There is a door north of here . | leading into the dungeons | . underneath the Bazaar. One . | need to get a key from a | . scared hidden human located . | somewhere in the Bazaar. | . N2: To get to the Isles of the Dead, . | one need to enter a | . coffin unfortunately one . | also need to leave behind almost | . all equipment, since the coffins . | are rather small. | . N3: There is a old deaf dwarf here, . | to get him to open the | . gate one need to shout:'open gate' . | and he will open the to the Holms. | . . | Here are the herbs that I found in | . the Herb garden: . | | . Attanar, Evendim grass, Fungiarbo, Garlic, . | Holly berry, Laurel, Mint, Myrtleberry, | . Parsley, Saffron and Seregon. . . . | | | over to the Bazaar is pulled by a creature. | . If you feed the creature it will take . | you over the sea much faster. | . . | The Bazaar is a place worth a visit. | . As you can gather some herbs and kill . | worthless humans as well. At least | . those who has still not been subdued. . . The elf Jadestone Doll can be found . | in the center of the Bazaar, on the hill. | . Be ca utious if you want to rid the world . | of this elf, I have heard that she can | . poison you and then you will flee.. . -- More -- 100/157 -- ( t b r n a q x ! h ?) -- . . | | . How to come to the Bazaar. . | | . . | P When you come to the | . | place where the boat . | o-G-S-o lands, hit the pipe. | . | Be sure to bring . | o something to hit with. | . | . | o | . | P: The Pub . | o-o G: The ship to Grey Havens | . | | S: The ship to Sparkle . | o o | . | \ . | o-o-o o | . | . | o | . | . | o | . \ . | o | . | . | o | . | . | o | . \ . | o | . \ . | o | . \ . | o | . \ . | o B | . \ / . | o o | . \ / . | *: It could be wise o *-* o | . to spend some time \ | |/ . | talking to the dwarves o *-*-* | . that live here. \ / | . | o o | . | . | o | . | . | To troll caves <-o | . . | | . | | ____________________________________________________ \ /\___________________________________________________\ \/__________________________________________________/ > read sybarus_equipment You read the scroll titled "An Equipment Guide to helpful gear in Sybarus". An Equipment Guide to helpful gear in Sybarus, written by Trennagin on Nenime 9, 3019. _________________________________________________________ / _\ \ | \ | | \_/_. The Society Guide: Sybarus Gear . | | . It is imperative that the Society stay at the head . | of all others in its unrivaled knowledge of the | . realms and all that lies within. This scroll . | is an Equipment Guide to all that is helpful to us | . in Sybarus. Let those who read this or come after . | me update it as they see fit. It should be noted | . this is a list of common adventuring items and not . | necessarily items of extreme power. | . . | Weapons - | . . | 1.Iridescent rainbow-hued feather | . From Grey Havens pier: e,e,s,s,s,e,s,se,s,s,se,s,s . | se,se,se,se,se,se,se,sw,s,s,w,s,s,s,s,s,ne,ne,ne, | . d,sw,sw,sw,w,n,n,w,sneak ne,sneak n . | This is the lair of the winged wolf, a bothersome | . creature to fight. Its lair contains gems, knives, . | jewelry, and the bones of its victims. One may | . search here for such herbs as fordinfa, angeltear, . | and various algae. s,sw, and for the next three | . west exits one can find chests filled with food . | and excellent torches. This area is dark. | . . | 2.Knives + | . u,e,e,n from the boat landing of the great Bazaar . | of Sybarus is a locked door to a house of infidels | . which is a common slaying ground of the Shadow . | Union. The key can be found on a | . sneaking around the Bazaar, or the lock easily . | picked by those with sufficient skill. | . Inside are usually tons of gear left by Union . | warriors who do not loot. Weapons of all types | . but swords are to be found within. Quality is . | average. Of particular note are the number of | . bodkins (knives) laying about. Appx. weight-3-4Kg. . | The Holm is another good place to find knives for | . it also is rarely looted. Quality/weight is the . | same as bodkins. | . . | 3.Basket-hilt Falchions, runed | . Seven shadow-elves on the Holm south of the great . | Bazaar of Sybarus are known to wield these | . fiercesome left-handed blades of speed. They are . | resourceful opponents capable of breaking armours | . and hailing a flurry of special attacks at those . | who would engage them in battle. It is easiest to | . stand by the elf until he sheathes his falchion, . | then steal it. These weapons have been reported to | . break often. Those that are not runed are of no . | better quality than that of a splendid sword. | . . | 4.Serpentine Staff | . This is not a powerful polearm, but can be used . | powerfully. When carried long enough it will | . transform into a serpent when dropped or put. If . | done so during combat it will assist its master | . striking frequently not for great damage, but small. | steady damage. It can only be picked up in this | . state by its master. Its wielder is far from . | powerful despite its stunning special. When | . encountered, the priest will be walking with a . | powerful shadow-elf guard. The pair wander from | . room to room. Block all exits with a caltrop. When . | the shadow-elf leads them to another room, the | . priest's sandals will break on the caltrop and the . | two will be separated thus leaving the priest easy | . prey. Another advantage of this weapon is its low . | weight: a few hundred grams. Be warned that if you | . flee while the serpent fights with you that it will. | remain and be under attack from your enemy. If it | . is slain it is broken. If you return to the room . | with it, you will again be taking blows. | . . | Armours - | . . | 1.Flowing ermine-lined robe | . Worn by a spell-user named Nemur whose only spell . | offers nominal damage reduction. He is guarded by | . a large troloby with an incredibly damaging claw . | attack. The troloby will take hits for his master | . when Nemur is attacked. The robe offers total . | fire protection. | . . | 2.Fur-lined leather boots | . Worn occasionally by Shadow-Elves, these boots . | increase sneak and hide by a full increment (i.e | . amateur to layman). . | | . 3.Gold-scale boots . | Worn occasionally by Shadow-Elves, these boots | . offer some protection from acid. . -- More -- 100/155 -- ( t b r n a q x ! h ?) -- | | . Equipment - . | The shops of the Bazaar sell tailored clothing, | . hats, medallions, engravable lockets, full-sized . | statues of yourself (150pc), waterskins, and most | . importantly... . | | . The Containers of Havec, Sackmaker - . | Sold u,6e from boat in the tent here are in order | . of smallest to largest: . | webcloth pouches, belts of pouches, saddlebags, | . scrips, knapsacks, and webcloth sacks. Weights . | range from two hundred grams for a pouch to 600g | . for a knapsack. These weights are exceptionally low . | by comparison to anywhere else. For example, packs | . of Minas Morgul weigh upwards of 4Kg. Smaller . | containers than the knapsack do not carry very much | . (dozen weapons or armours at most), but the rest . | carry vast amounts. Additionally, the webcloth | . sacks weigh an Amazing 200g! Most importantly, . | however, all containers sold here are 100% herb | . safe. No member should be without these helpful . | containers and efforts are currently being made to | . see that we never are. . | | . Caltrops . | These most helpful traps are found scattered about | . the Holm and are frequently carried by trolobies . | and other warriors. They can only be handled while | . wearing gloves. When tossed in front of an exit, . | , they block travel across | . that exit depending on dexterity and footwear. It . | helps to block exits if many caltrops are thrown. | . Those who attempt to pass without footwear must . | make a dexterity check for each caltrop. Those with | . low dex have virtually no chance to escape. Those . | who attempt to pass with very poor footwear will | . automatically fail as their footwear is broken. . | Those who attempt to pass with poor to average | . footwear will never be able to pass. Those with . | a good pair of boots will pass with no trouble. The | . caltrops weigh nothing. . | | . Again I must note, this is not a comprehensive . | list of magic items. It is meant to be an easily | . attainable list of helpful gear. Thus, Jadestone . | Doll's gear is not included herein. | . . | | . - Trennagin, Dark Conjurer of Morgul . / _____________________________________________________/__ / / \ \ | \_| | \_/_______________________________________________________/ > read terel_areas You read the scroll titled "The realms of Terel". The realms of Terel, written by Eleron on Ringare 3, 3018. ---------------------------------------------------------------------------- | | | Scrolls on Terel | | | | Terel is a large domain with many interesting places and creatures. | | In the southern dock area (map 1) a wreckage may be found with lower | | cabins which may be searched for small valuables. Slightly farther | | north (map 2) a confusing forested area hides a pathway to a garden | | where herbalism may be learned. The forested area holds some herbs | | and just outside the forested area lies a gypsy camp. Also on this | | map is the guild hall of the minstrels. | | | | Still further north is Calathin - a city with all of the standard | | services as well as a obelisk for resetting zodiac gems. In the area | | around the city the Mansion may be found. The mansion holds many | | evil creatures including the Legion of Darkness which could be used | | to His ends but fails in that they recruit elves into their number. | | The Calathin area is attached to the northern regions by a pathway | | through the very confusing silver forest area. The silver forest has | | several areas of interest noted below. | | | | From the cornerstone which connects to the silvery forest several | | other areas may be reached. An eskimo village has a dock area with | | ships to strange lands and a bone doctor. An evil altar marks a | | series of stone halls inhabited by Gargoyles. Several dragons may be | | found in this area as well as the entrance to the valley of the | | mystics. | | | | The valley of the mystics has its own smaller confusing forest area | | as well as a dark forest and another city (Elnoven) which provides | | some goods not normally found in the realms. The halls of the mystics | | are also included though they hold little purpose for any except the | | mystics themselves. All things considered this area has much to offer | | in the way of creatures to slay and quests to perform. The area is | | not very dangerous and most creatures are wise enough to leave His | | servants alone. | |-------------------------------------------------------------------------| | MAP 1 - Southern Docks | | to map 2 | | \ | | x | | Boats / \ | | 1 - Sparkle x x | | 2 - Small boat (map2) | \ | | 3 - Faerie x x | | 4 - Eskimo vil | \ BEACH | | x-x-x L S-x I-x-x-x-x x-x-x | | I - Inn \ | / | \ | | | | | P - Pub x-x-x P-x x-x-x-x-x | | F - Fishermans shop | | | | | | | | | | S - Stables F-x 3 x-x-x-x-x-x-x | | L - Lodging house | | | | | | | | | | | W - Old Wreck 2 4 x-x-x-x-x-x-x | | (climb wreck to board) | | | | | (climb down to exit) 1 x x | | W2 - Climb mast also \ | | x | | | | | W-W2-W | | : | | x-x-x | | | |-------------------------------------------------------------------------| | Map 2 - path to Calathin and the Minstrels guild | | | | To map 4 To map 4 | | / \ / | | A - Advance guild x-A x x | | TWR - Tower / \ / | | RP - Rock Pile TWR-x x-x-x-x-x-x x-x | | Q - Fountain / \ \ / \ | | S - Statue x x x-x-x-x-x-x x-flooded | | U - Gardener | | | | | bridge x x | | FS - Farm storage | | | | | FH - Farm house x-x-RP x x | | FB - Farm Barn | \ \ | | | x Q-x x x FS | | G - Gypsy camp | | | / | | | x U x x-x-x-x-x-x-FH | | | | \ / | | | TS - Toolshed x S x x x FB | | GR - Green room | |/ \| | | GD - Gardener x x x | | O - Orangery |/ \ | | | x x x x | | | \ | | | MIN - Minstrels x-x x x x-x | | MO - Members only | | | | | | | PO - Postoffice x-x-x G-x TS O-x-GR-x-x | | I - Inn | | \ | | | | | MS - Music store MIN x x x x-x | | | .../.\....... | | | | join ..x...x...... x-GD-x-x-x | | | ..|....\..... | | | I-x-PO ..|.....x-x-. x | | / | \ ..|.......|.. | | | MO dias x .-x-.....-x-. x | -- More -- 100/525 -- ( t b r n a q x ! h ?) -- | | | ..|.......|.. / | | x x .-x-.....-x-boat from point 2 | | / \ /| . | | | | | (dock area map 1) | | MO x MS . x-x-x-x-x-. | | | | | | |.. | | x ......... | | . - Confusing forest area / | | (some herbs may be found here) x | | | | | x | | \ | | from map 1 | | | |-------------------------------------------------------------------------| | Map 3 - Gypsy camp | | - Entrance is point G on Map 2 | | | | 3 | | | S - Shop | | 4 x s 2 1 - Jester | | | | | | 2 - Juggler | | 5-x-x-x-x 3 - Fortune Teller | | | | I | 4 - Wrestler | | 6-x-C P-x 5 - Bearded Woman | | | | | P - Pub | | 7-x-x-x-x-x-G G - Link to map 2 | | | | | I - Inn | | 8-D1 T x 6 - Gypsy Leader | | | 7 - Fat Gypsy | | 1 8 - Haunted House | | T - Big Top | | | | | | Haunted House Big Top | | | | x T | | \ | M - Masts (climb up/down) | | x-8- M-x-x they connect a highwire | | | \ | | | x U1 x x | | | | \| | | x-x-x-x stage M | | / | | \ / | | x x x x | | | | | Shed-x-magician | | / | | carriage-x | | | |-------------------------------------------------------------------------| | Map 4 Calathin and surroundings | | | | x | | : - Up/Down : silver | | HQ - Headqrtrs c HQ Forest | | c - cabins | \| | | H - House c-x---x *** see map 5 for | | K - Kitchen / | areas in silver forest | | Y - Yard c x-x-dog | | \ | | FS - Farm Shed K x | | FH - Farm House | | | | FB - Farm Barn H | K K | | \| silver | | | | S - Shop x Forest H-Y-H K | | J - Jail \| | \ | | | O - Obelisk K x | x-x-x x-x H-Wolf | | CH - City Hall / \ | |\ \ / \ / den | | BS - Blacksmith K H x x-x-x-x H-K x-H H-x | | PH - Playhouse | \ \| | | | | | | PO - Postoffice H x-x---x x x x K K | | P - Pub |/ \|/ \ | | I - Inn x x x FS | | T - xmas Tree | / \ | | | B - Bank x x x x-x-x-x-FH | | M - Mansion | | \ / | | | (map 6) Temple x S J x-x FB | | \| | \ | | x-x-O-x-CH x | | | | | | | | | EB-x-x x-x-x B-x-x-T-x-BS x | | \ / \ | | | | \ | | x-x-x x x-x-x-x-PH x-M | | \| | | | / | | EB - enter bushes x-x-x-x-PO x | | to Ribos / \I P / | | To map 2 To map 2 | | | |-------------------------------------------------------------------------| | MAP 5 The Mansion | | | | x | | | | | x-x-x | | | | | | | D1-x-x | | | | | DG - Dining room x DG-DW R - A series of rooms | | DW - Dumbwaiter | / | colored like the rainbow | | T - Tapestries T x-x-x-x-x | | -- More -- 200/525 -- ( t b r n a q x ! h ?) -- | P - Painyings |/ | \ | SC - Sarcophagus | | A - Ashes x-x L-A \ | GY - graveyard entrance | | L - Library | \ | LD - Locked door | | | x-x x-SC-GY x x x | | M--Btlr--x-D2-x | | | | | | | | xtree | | x x-LD x-x-x-x-x | | | P | | | | | D5 - Down to P-x x-x-x x-x-x | | LOD area | | | | | | x x x x-x-x | | SQ - Servants / \ | | | | Quarters x \ C x Altar | | \ | / (push crucifix | | x-x-x-d5-x for LOD area) | | | \ | | SQ SQ | | | | Mansion lower level FROM C ABOVE | | | | U1 x-x---x-x | | | | | | | W - Well | | x x-x---x-x down well | | | | |\ /| | to mines | | x---x---x TC - Torture chamber | | W | | | | | | A - Altar | |/ \| | | | x-DW x TC x-x C - Corpse x-x---x-x | | | | | | WS - Well shaft | | | | | | x x-x A-x-C x DW - Dumbwaiter C-x---x-x | | | | | | | | x--U2---x WS | | | | | | Library of Mansion The Mines | | Second Level Third Level | | x D1 U1 | | \ | | | | PB x x-x x x-B D3 x-B U3 | | PB - Push | | | | | | | | | | Bookcase x-x-x-x-L-TO A ABOVE x-x-x-x-x x-x-x--x | | | | | | / | |\ | | x x-x x-x x-x-x-D2 x-x-U2-x | | (silver) (gold) | | | |-------------------------------------------------------------------------| | Map 6 The Silver Forest | | | | Another highly confusing forested area in Terel. Within this | | area are 3 areas of interest. A cottage containing an old witch, | | a shak containing an old man, and come goblin caves. The silver | | forest connects the corner stone and areas north with Calathin | | and areas south - the path from Calathin to the corner stone | | via the forest frow the sw corner of town is : | | | | 3n,e,nw,n,2ne,5n,w,2n,e,s,2e,n,w,4n | | | | Goblin Caves | | | | x----x | | | \ | | Forest-x--x--x---x--x F - orange fire & orc chief | | \ | | \ drg - dragon | | x---x x x | | | / \ | | | x-x---x-F-drg | | | | Caves primarily hold goblins with a few wolves as well. | | | |-------------------------------------------------------------------------| | Map 7 Northern Terel | | | | Mist/Lion | |CTG - Cottage | | | Br - Briars (push past) x Br | | O - Obelisks | \ | | CV - Cave x x-x O | | C - Centaurs cave | |/ | | P - Pool x x x x | | M - Mushrooms (pick) | /| | / | | x CTG-x x | CV x D1 | | bush & | | / | : \ / | | wiz stone x x x-P x | x x x x 4| | : | | | | | | | \ / \ || | x x C x-x-x x x x-T-x-x-x x x 3| | : | | \| |\ | \ / || | U1 Wr-U1----x-Ogre M x x x x W S D 2| | | | | | \ | \| | | || | S - Shop x x-grave x x O-x P x-x-G-x-x-x-x-x-1| | D - Bone Doctor : | | |/ / | | | I - Inn x x-x-Hole1 | x x I | | G - Gates | | | | | | | | 1 - South Calathin Drg x x-x-x-x- Cstone -x-----x | | 2 - Kalad | | | | | 3 - Arcoron x x W - Walls are interesting | | 4 - Calia | | west is to frost giant | |DRG - Dragon Hr x-x-hole east is a dial | | Hr - Hermit | | : north is an orb | | Wr - Writing | hole | | x-SH | | : | | | x SH | -- More -- 300/525 -- ( t b r n a q x ! h ?) -- | : | | x | |-------------------------------------------------------------------------| | | | Map 8 Details of areas reachable from Map 7 | | Obelisk & | | Dragon | | Gargoyle Area | | | x | | Pool altar Statue/platform | | | : : | Stars | | x--in/out--x--pass/up--x--enter/out--x--HH | | | : x | | x | | | : Up/down : HH - Dark Hole (enter hole, x-13e-x | | x up to get back) / | | : Pool - enter pool to get to 13ne | | x Sybarus caves / | | : (top lvl far south) HH | | U8 | | | | | | | | Inside cottage Inside Hole1 | | GY stormy | | | x cavern | | GY | | | | | stairs-up11times-stone | | GY - Graveyard GY | | | K - Kitchen | x | | F - Fireplace GY / | | ) - 'out' exits | Ice Block | | : - Up/Down GY | | | | Hole | | GY (enter hole | | | to exit) | | G-GY | | ) Inside this area one may normally | | bdrm-K-bdrm find an Ice Axe which (if wielded) | | | aids in climbing. | | study-F-x | | : ) | | x see other map | | : | | x | | | |-------------------------------------------------------------------------| | Map 9 | | The Valley | | Home of the Mystics | | | | Elnoven x D - Locked entrance to | | | | Mystics | | wtr-begr x pit-x pit - Enterable pit | | | DK2 / / begr - town beggar | | x--|--x-x x wtr - water | | | x \ | EA - enter arch here | | x--|--x-x-x-x-x x door - locked door | | | | x \ / EF - enter foliage | | | x / x S x S - Stone (exa lettering | | x--|--x / \| | and loose all Mana!!) | | | x river x-door-x DK2 - location where a | | x | / | boat takes travelers | | |\ x Oak | accross the lake | |D-x-EA-x-x-x \| (entr) \ | x | | | xx \ | | | | Pool | \ x-x x-x-x | | | \ | | | | x--x--EF DK2-x | | x /| \ | | | x | x | | |/ | | ] | | -x- -x x ]Rooms shown are as seen | | small | | ]traveling south - 1 room | | confusing | x ]will be missed when heading | | forest | | ]north. | | -x x | | \ / | | x-x-x | | | | | Mist/Lion | | (enter mist) | | | |-------------------------------------------------------------------------| | Map 10 Elnoven - the city in the valley | | | | City of Elnoven | | | | S L | | \| | | x T x-Adv | | \|/ | | L - Library x | | S - Shop /| | | Adv - Advent guild D x-Bnk | | D - Distillery x | | | Bnk - Moneychanger \ Po-x-Ar | | PO - Post office x | | | B - Board / | | | Ar - Armourer x B | Ws x | -- More -- 400/525 -- ( t b r n a q x ! h ?) -- | Ws - Weapon smith \| | |/ | | Qs - Quilt shop x---F---x-Gp | | Cs - Cloak shop | | | | | Ps - Pot shop c | Qs | | Gp - Guard Post | | | Bar-x | | c - closed areas | | | c-Statue-c | | | | | Cs-W-Ps | | | | | map 9 | | | |-------------------------------------------------------------------------| | Map 11 Guild Hall of the Mystics | | | | | | U1/D2 | | | training-U2 | | x | | | PO-D1 | | x bell | | | | : x | | Elder x x-x-SC x | | | | | | : flame | | Library-join-------x---CT---x--x | | | | | : | | registry-D x c T crypt | | | | | | | Bath f-s-x-x-c | | | | | | | c | | Refectory | | | | : - Up and Down movement U2 connects to D2 | | CT - The Holy Cantor U1 connects to D1 | | T - Tapestries | | SC - Storage Cabinet | | c - cells (sleep/study) | | s - shop | | f - forge | | D - Doorway from other map | | (down from here leads back outside the door through | | a tunnel) | | | | ** Note: You must bathe to go north from point D | | | | | |-------------------------------------------------------------------------| | Map 12 LEGION OF DARKNESS | | | | ** Taken from the Travelers library and slightly modified here | | | |** LEGENDS *********************** [NOTE!] | |* + Room in general * Due to the layout of LoD, the | |* M Mergula Warlord of LoD * map is presented sideways. | |* C Exit to Crypt in Graveyard * | |* A Armoury * | |* 1 U/D to Mansion * | |* 2 U/D to Dungeons * | |********************************** | | | | + + + + W | | | | | | /|\ | | +-+-+-+-+-+-+ Office Quarters Row #2 S-+-N -> | | | | | | | \|/ | | + + + + + E | | | | | + | | | | | + | | | | | + + + + + | | | | | | | | | +-+-+-+-+-+-+ Office Quarters Row #1 | | | | | | | | | + + + + + | | | | | + | | | | | + | | | | | + | | | | | +-+-+-+-+-+-+-+-+-+-2 | | | | | + | | | | | + | | | | | + | | | | | + + + + + + | | | | | | | | | | +-+-+-+-+-+ | | | | | | | | | | + + + + + + | | | | | + | | | | -- More -- 500/525 -- ( t b r n a q x ! h ?) -- | + | | | | | + + + + + + | | | | | | | | | | +-+-+-+-+-+ | | | | | | | | | | + + + + + + | | | | | 5e | | | | | + + + + + + + | | | | | | | | | | | M-+-+-+-+-+-+-+-+-+-1 | | | | | | | | | | | + | + + + + + | | +-+-+ | | | | | +-+-+-+-+-+-+-+-+-+-C | | | | | A-+-A | | | | Penned in Service by | | Eleron | | | ---------------------------------------------------------------------------- > read thanarians You read the scroll titled "Information about the Thanarian human racial guild". Information about the Thanarian human racial guild, written by Umbar on Ringare 13, 3017. ____________________________________________________________ / \ \ /___| | |\_/___-_______-______/|________--___|\_____-______-______/\____/ | | | | | Hail Mighty Society! Hail in the Name of Melkor! | | As ordered by my Master Morbeche | | This Narquelie of 3017, in His service | | I have joined the thanarians in order to | | make their ways and purposes known in His Library. | | | |The Thanarian human race guild was created, according to the | |documents found in their halls, by Thanar himself. Thanar is | |a weak diety who seems to have an affinity for humans, and | |finds them superior to all other races. | | | |The purpose this minor deity lays upon his servants is simple:| | "...rid these lands of all the demihumans." | |In exchange for accepting this burden, thanar offers training | |in the following skills: | |-Sword to Superior Acolyte | |-Awareness to Superior Journeyman | |-Spellcraft to Superior Layman | |-Language to Superior Layman | |-Appraise Enemy to Superior Acolyte | | | |There is also a thanarian language. | | | |Thanarians express appropriately hostile and haughty | |emotions, in light of their sense of superiority. Some | |examples are: | |anger, cruelty, hatred, pride. | | | |Thanar has recently decided to offer a pair of weak | |spells to his loyal subjects, which take the form | |of prayers. This addition has raised the Thanarian | |tax level from 1% to 2%. The first is tsummon, which | |summons forth an image of Thanar himself. This | |apparition's words can then be controlled by the | |thanarian who summoned it. The second is tsnake, and | |simply delivers to the thanarian a small black snake, | |which is capable of delivering a message. | | | |There is also a thanarian branch which is club only, | |and offers access to most of the guild hall, and a | |few emotional expressions seperate from those of the | |guild. It is possible to join only the club, which | |is also restricted to humans, but it seems that in | |order to be a member of the guild, one must also | |join the club. | | | |The following is a map of the thanarian guild halls, | |which are located beneath the city of Kabal in a | |network of caves. | | | | * * 3 | | | | | | | *-*-5-*-2-1 | | | | | | | * * 4 | | | |1. Guild Board | |2. Central Hall | |3. Shrine and Sleeping Quarters | |4. Meditation Chamber | |5. Only humans may pass beyond this point (eastward) | | | |There are several thanarian knights guarding the | |halls as well as priests and disciples of Thanar | |scattered about. It seems a fairly good place for | |the servants of the Dark Lord to administer regular | |reminders of who the True Master is. This Thanar, as | |a deity, is indeed barely worthy of note. As a servant | |to the Dark Lord however he might prove useful. | | ___ ____ ________ _________________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/_____________________________________________________________/ > read the_holms You read the scroll titled "Map of The Holms". Map of The Holms, written by Karpath on Sulime 12, 3019. ___________________________________________________ /\ \ \_| THE HOLMS: | | | | The Holms, Hunting Grounds of the Union and all | | Who else dares to enter the Holms. | | Herein, the Traveller will find beasts called | | Bicorns, The Bicorns have a horn that if taken | | To the Sybarus Bazaar and given to a Troloby | | Will bring the carrier great wealth. | | Never enter the Holms unprepared, often varios | | Hunting parties can be seen there - svorn to | | slay those who wander the dark paths of the | | Realms. His Servants has nothing to Fear however| | Since The Lidless Eye is ever present. | | Roaming the Holms, surrounded by a small party, | | dark-elves wielding basket-hilted falchions, can| | be seen. It is told throughout the Realms that | | These falchions have been enchanted and therefor| | enables the wielder to gain an extra attack. | | | | Also, within The Holms One can find usefull | | items known as caltrops, weapons oils and | | a herb that heals multiply times, seen as a | | vine carried in small bags. | | | | Here follows the Map of the Holms: | | | | G: Entrance from Garden G | | J: Entrance to Jungle | | | See JungleMap o | | | | | Note: To leave the Holms o | | Goto the gate to | | | the Holms and o | | Shout 'open gate' | | | o o | | | /| | | o o o o | | |/ \ \/ | | o o-- o-o | | | \ / | | | | o | | | | | | | | o-o o o o | | / / \ | | o o o o | | |/ / |\ | | o-o o o o o | | \ / / /| | | o o-o o | | | | | \ | | | o o o o o | | / \| | / | | J o-o o | | | / | | o o | | | | | | o-----o | | | | | o-o | | / | | o | | | _| Penned In His Service by Dark Conjurer Karpath. | / | | \/__________________________________________________/ > read the_ungle Read what? > read the_jungle You read the scroll titled "The Jungle of Sybarus". The Jungle of Sybarus, written by Karpath on Sulime 12, 3019. _________________________________________________________________ /\ \ \_| THE JUNGLE: | | | | Southwest of The Holms lies the Jungle of Sybarus, herein | | various small and large beasts reside. Just to mention one | | A giant anaconda.. which stretches its awesome body several | | meters into the dark Jungle. The Jungle is surrounded by the | | great Sybarite Ocean. Whilst travelling near the beach I found| | various algae which has medical uses, some poisonous and some | | healing. There is a algae that gives the eater the gift of | | underwater breathing. | | | | Wandering throughout the Jungle one can find several parties | | of gnomes, elves and humans. Usually one of the members of | | those parties wields a basket-hilted falchion. | | I have marked places on the Map where single persons was | | found wielding the falchions, thus making the easier to | | slay and retrieve the falchion. | | | | The Jungle is less crowded than The Holms, thus enabling one | | to search and gather herbs for the HerbStore in the Dread | | Tower. The Herbs were mainly found near the costs of the | | Jungle - marked with a * on the map. Effects of the various | | has been written in the end of this scroll. | | | | There Are Some Pools located In The Jungle, Never Enter those | | Unless You Bring some Kind of Sacrifice, within the Pools | | dangerous creatures resides - and they will first give loose | | if given the propper sacrifice. | | | | | | * = Herbs *-* | | p = Pools / \ | | > = Up/Down * * | | H = Back to \ | | | Holms * * | | \ \ | | * o-o H | | \ \ / | | *-o-o-o-o-o-o----o | | / |/ | | | o o p F-* o | | / | / | | | | o-o o o * F | | / | | | < | | p o o o o o | | \ | | | | | | | o-o o o-o o-o | | |X| |/ / | | o-o o<---- o-o-o-o-o | | \ | | | o-o o-o | | | | The various herbs found on the marked places is of the sort | | alga. Strange and mysterious were their effects as listed | | below: | | | | Gritty segmented algae : No effect | | Air filled worty alga : No effect | | Slimy red alga : Waterbreathing | | Delicate red-brown alga: + mana | | Globular yellow alga : little healing | | Sinous green-brown alga: Restores fatigue | | | | I found some other herbs also those were: | | | | Dry purplish fruit : Restores fatigue | | Purple hoary flower : Poisonous | | Grey gnarled bark : Little healing | | Tall yellow leaf : No effect | _| | / | Penned down in His Service by Dark Conjurer Karpath. | \/________________________________________________________________/ > read the_monks. You read the scroll titled "A scroll containing information about the Kahedan Monks.". A scroll containing information about the Kahedan Monks., written by Becka on Narvinye 29, 3019. ____________________________________________________________________ / \ \ | | | | /_________________________________________________________________/ | | \ \ \ \ | | | Hail in the Name of Melkor,Mightiest of The Vala! | | | | | | This scroll is to inform the Members of The Society | | about a certain guild in the domain of Roke.The guild | | that I am refering to is known as 'The Monks of Kaheda'. | | | | This scroll is divided up into three different parts, | | First,there are some history about the guild,Second, | | information about skills and abilities gained in guild | | and finally I will share my personal experiences,as I | | once was a member myself. | | | | The History of the Kahedan Monks. | | ========================================= | | | | The Monks of Kaheda are a somewhat ancient order. | | They order seem to have stemmed from a few peaceful | | monks who suddenly found themselves being overrun by | | vicious barbarians from one of the Islands outside Gont. | | Many monks were slayed as the did not now how to defend | | themselves.After been savagely hunted and chased for some | | time,the monks decided that something must be done. | | A monk named kaheda took it upon himself to teach the | | remaining monks how to defend themselves in way so the | | barbarian horde could be pushed back. | | The monks started learning how to use their hands and | | feet in combat,and after sometime the managed to push back | | and slay the raging barbarian horde. | | And ever since that time the monks have welcomed anyone | | into their order to learn the way how to fight with | | his/hers hands and feet. | | | | The above history is very brief due to the fact that | | the library in the Kahedan order is very poor,and mostly | | consists of worthless dribble scribed by incompetent fools | | who do not know how to use a quill properly. | | | | | | Skills and abilities gained in the Kahedan order | | ====================================================== | | | | The following skills are trained in the Kahedan order. | | | | For layman members the following skills are trainable | | to Superior Journeyman. | | | | Polearm, Unarmed Combat, Defence, Herbalism, Acrobatics, | | Focus, Blindfighting and Climbing. | | | | As a layman member you are allowed to train one 'special' | | The 'special' that the layman members train is called, | | 'Maegeri'.The Maegeri consists of a simple,but very quick | | kick straight forward.As a layman member you will get | | the possibility to conjure forth a Halo that rests above | | your head.The Halo emits light or darkness depending on | | the align of the monk who casts the spell. | | Layman members also get a special mental ability to | | talk to other monks with the help of Telepathy. | | The spell that is called 'mtell' is similar to our spell | | Palanquendo,except that it can only be used to 'tell' | | another monk.The spell requires no ingridients,but is | | somewhat mana draining. | | | | Now we will go over to the Occupational branch. | | | | The occupational branch of the Kahedan Monks is _far_ more | | powerful than the Layman branch. | | The Occ branch have the same skills as the layman branch | | except for the fact they train some skills to a much higher | | level,I will describe to what extent the Occ monks train | | their combat specials below. | | The Occ monks also have the Maegeri that the laymens have | | but they also get alot more specials. | | | | The Occ branch can train the following. | | | | Polearm to Superior Master, Defence to Superior Master, | | Unarmed Combat to Superior Guru, Focus to Superior Guru, | | and finally Blindfighting to Superior Master. | | | | The Monks special attacks. | | | | The Occ Branch of the monks have the following specials: | | As mentioned above,Maegeri-The Quick Kick. | | Plexus-With a plexus the monks can stun an opponent for a | | limited time,very useful,it is I believe the monks #1 weapon| | Axekick-A slow jumping kick,hard to hit with,but when it | -- More -- 100/145 -- ( t b r n a q x ! h ?) -- | hits,it hits very hard. | | Roundhouse-A kick involving spinning around to get more | | power to the kick,rather quick,and also very effective. | | Backflips-A monk can do backflips to avoid being hit, | | if I am correctly informed,the backflips raises the defence | | with 10 levels,since the monks allready have Sup Master in | | defence,a monk who is doing backflips is very hard to hit. | | | | My own personal observations I made while I was a Monk. | | =============================================================== | | | | The monks guild have a council who decides on guildmatters, | | The council consists of 5 monks,these monks are refered to | | as 'Bishops'.One thing that I noticed when I was a monk, | | was the fact that the guild was very disorganized. | | Since anyone regardless of align can join there was alot of | | discussions regarding monks attacking eachother. | | The monks have one rule-A monk shall not attack another monk.| | However it seemed to me that it happened rather often. | | How is a Monk in combat?,Well, a layman monk is rather | | harmless,but an Occ Monk can be a vicious opponent to anyone | | The High Defence skills, combined with Lethal specials and | | a High Weapon skill makes them excellent fighters. | | How is the unarmed combat? Not that good really,I will have | | to say that Sup Guru Unarmed is equal to Sup Veteran with | | a weapon.However there are certain items that you can use | | to increase the damage while fighting unarmed,for instance, | | brass knuckles and spurs. | | A good thing with unarmed combat is that you can turn it off,| | when a Monk turns off their unarmed skill,they can focus | | completely on the weapon they wield. | | How do I recognize a Monk?,A Monk can be detected if you | | 'Examine' them,upon examining a Monk,either the Line: | | He/She has very long hair,or He/she has shaved her head | | will appear in their description.Also one can spot a monk | | rather easily if they have their necklace worn,that will | | also appear in their description. | | All in all, I would like to say that the Kahedan Monks are | | guild of little organization,but with extremely good fighting| | abilities,especially the Occupational Branch. | \ \ | | |In humble servitude, | Becka,Mistress Conjurer of Morgul. | ===================================================================== > read the_travellers_guilde Read what? > read the_travellers_guild You read the scroll titled "Information on the Travellers, a human racial guild". Information on the Travellers, a human racial guild, written by Umbar on Ringare 29, 3017. _________________________________________________________ / \ \ /___| | |\_/___-_______-______/|________--___|\_____-________/\____/ | | | Hail Great Society | | in the Name of Melkor! | | | | The Travellers Guild is a rather sophisticated | | human racial guild. In spite of the advanced | | age of the organization, it has no real written | | history, as it is truely an adventurer's guild. | | | | Many emotional expressions are available to the | | Traveller, some are playful such as balance, which | | is the act of balancing one's walking stick on | | the end of one's nose, bored, which is simply | | an alternative to tap or yawn, and cross, which | | is crossing one's fingers in hope. Many others | | have the air of real adventurer's activities. | | Among these are discovery, which gives the | | appearance of mapping a newly discovered area, | | squint, which alludes to checking one's bearings | | by the sun, and can actually only be done | | outside, and even nap, which is the act of lying | | down and resting. One, at least, carve, has | | actual functionality. With the right equipment | | ( a knife and a piece of wood) a traveller can | | spend his idle time carving small figures; a boar, | | a bobcat, an eagle, a stallion or a wolf. | | | | The Travellers Guild also features an extensive | | library, well worth spending some time in. Many | | of the books therein are anecdotal, and of those | | several have the air of antient lore, possibly | | passed down from generation to generation by | | oral tradition before finally being commited to | | a written tome. | | | | The library also contains several books about | | other guilds, occupational, layman, and racial. | | There is even an entry with an historical view | | of the now extinct Vampyres. | | | | There are in excess of twenty maps within this | | library, which is to be expected in such a | | worldly guild. Some are small but well written, | | such as the maps of Bree and Sparkle, others | | are larger but simpler, such as the map of | | Sybarus. Overall, the Travellers mapping | | technique is a bit lacking, in light of the | | techniques used by the Society in Our own | | Library. | | | | The guild offers several skills useful to | | travellers in this world. They are as follows: | | Appraise Enemy Confident Acolyte | | Climb Confident Journeyman | | Animal Handling Superior Layman | | Language Superior Acolyte | | Appraise Object Confident Acolyte | | Polearm Superior Journeyman | | Location Sense Superior Journeyman | | Trading Superior Journeyman | | Swim Superior Journeyman | | Tracking Superior Acolyte | | | | In exchange for these skills, the guild tax is a | | mere 1%. | | | | The guildhall itself is located in the township | | of Cove. When arriving from the Kabal port aboard | | ship, one leaves the pier west, and would then | | proceed south and southwest to find a small house | | to the east. The house is not the guildhall itself, | | it is only the way into the cliffside in which the | | guild resides. The guildhall consists of four floors, | | the uppermost floor having the library south of the | | landing, the training hall and meditation room to | | the west, and the room in which one joins the guild | | north. The main floor, one below the top, is | | accessable to any humans, and houses the message | | board, common board access, and a room with | | instructions for applicants to the travellers | | guild. | | | | The travellers guild offers certain advantages to | | members of the Society, not the least being the | | use of the polearm. It is a good racial guild | | choice for human servants of the Dark Lord, as | | it apparently has no features that conflict with | | His desires and requirements of Us. | | | | ___ ____ ________ _________________ __________ _______| |/\ - |/ - |/ - \ \\_| | \/________________________________________________________/ > read thetinkerers You read the scroll titled "A report on the Krynnish Gnome race guild". A report on the Krynnish Gnome race guild, written by Trennagin on Yavannie 3, 3018. _____________________________________________________________ / \____________________________________________________________\ | | | | | The Gnomes of Krynn | | | | A Treatise on the Tinkerers | | | | by | | | | Kamlhost the Master Mechanic of the 5th Degree | | | | | | May the words enscribed within serve well the Tower | | and expand that Grandest and most Marvelous base of | | knowledge that is my honoured priveledge to add to. | | | | | | Chapter 1: The Guild | | ===================== | | | | Located within Mt. Nevermind, the Tinkerers, or Inventors | | Guild as they are known, devote their lives to furthering | | the technological progress of gnomes throughout the known | | realms. Members of this guild devote considerable amounts | | of time to thinking, planning, and the study of science | | and engineering. | | | | Chapter 2: Philosophy | | ====================== | | | | The Tinkerers are scientists first and foremost, always | | curious to discover the true nature and inner workings of | | anything they encounter. This enclave of Inventors has a | | religious respect for technology. Their lives are devoted | | to inventing and creating gizmos to make life easier and | | assist in their bizarre endeavours. It is often the case | | with most gnomes that they complete a LifeQuest to solve | | an ancient riddle puzzling their family or finally finish | | a troublesome invention of great personal worth. Little | | else is of import to the gnomes of Mount Nevermind. | | | | Chapter 3: Structure | | ===================== | | | | Gnomes begin their lives as Tinkerers in the bottom Class | | of the guild, the Tinkerers. Rank and Title in the guild | | are based on the Inventive Activity of the member. Titles | | within each Class may be gained on the personal merit of | | of the member through experience, but members cannot reach | | the next Class without a promotion from the Head Tinkerer. | | The Classes proceed as follows from lowest to highest: | | | | 1st: Tinkerers | | 2nd: Mechanics | | 3rd: Craftsgnomes | | 4th: Head Tinkerer and Assistant Head Tinkerers | | | | The Head Tinkerer is master of the enclave and it is | | through him and the Immortal sponsor of the guild that all | | Ideas for new inventions are submitted for approval before | | they are authorized to be worked on. | | | | Rank within the guild is very important for the special | | materials needed to build advanced modules are only sold | | to Inventors of sufficiently high level. Currently it is | | so that those of Mechanic class or higher are unrestricted | | in their purchase of materials. | | | | Outsiders are welcome to visit Mt. Nevermind and witness | | its technological wonders. Violence under the mountain is | | not tolerated and offenders will be responded to by the | | weak gnomish patrols who are prone to throw invaders out | | at the slightest hint of agression. | | | | Chapter 4: Politics | | ==================== | | | | Though they seek to spread their technology throughout | | the realms, the Krynn Gnomes border on isolationism. They | | maintain no steady contact with the outside world. Most in | | the outside world find their "technology" lacking in some | | serious aspect and do not take it seriously themselves. | | | | Internally, the Inventors are closely knit. Members can | | not rise to the next Class of rank without inventing or | | helping to invent something new. Since this cannot be done | | alone, the Tinkerers maintain amicable relations between | | families so it is easier to form the necessary Committees | | when new endeavours are begun. | | | | Currently, the Head Tinkeress and Immortal sponsor are | | inactive and politics within the guild are frozen. | | | | Chapter 5: Abilities | | ===================== | -- More -- 100/193 -- ( t b r n a q x ! h ?) -- | | | The Tinkerers are scientists and engineers, explorers of | | the inner workings of all around them. The guild instructs | | its members in the special skill Build to Superior Guru. | | Build allows the Tinkerers to construct modules, assemble | | them and create new ones. Gnome modules, their portable | | inventions, offer special and unique abilities as follows: | | | | Idealight - Harnesses idea energy to shed light. | | Conversationer - Flags with written messages to talk to | | any single person directly. | | Waterdispenser - Holds water for Steamengine, also | | dispenses water directly into mouth of | | target... usually. | | Steamengine - Fueled by wood burning chamber, the module | | powers the more advanced modules. | | Advancedtraveller - Steam powered, this module shoots | | its rider in any single direction as | | far as possible very quickly. | | Measuretape - This module measures the volume of an | | object or person. | | Coffeemaker - Powered by the steamengine, this module | | brews cups of refreshing coffee. | | Recycler - Heaps of useless parts can be recycled into | | useful parts through the Recycler. | | Cleaningtools - Used to keep the modules clean. | | Gesturematic - Giant hand gizmo unfolds for the benefit | | of the big people so they don't miss the | | oft times subtle gestures of the gnome | | hand. | | Masterbakerfritter - Anything edible can be made better | | by baking it in this module. | | Personalcleanlinessmodule - Cleans, showers, and dries. | | Distillationapparatus - Distills alcohol into more fuel | | for the engine and water. | | | | Despite the plentitude of modules and wide range of extra | | features offered by them, the most powerful and often over | | looked ability of the Tinkerers is -Analyze-. With this | | skill Tinkerers of sufficient level and skill can dis- | | assemble magical items. In the process, the item will be | | be destroyed having been reduced to a heap of useless | | parts, but any magical properties of the item will have | | been revealed. Information gained is similar to that | | revealed by our own Magic Revealing. | | | | Chapter 6: Guildhall | | ===================== | | | | | | | 0 | | | | | 4 2 0 | | | | / | | 5 - 3 - 1 - 6 | | | | | 10 - 7 - 8 | | | | | 10 - 9 | | Key: | | ---- | | 1. Joining room, Guild Board 6. Shop | | 2. Training room 7. New Inventions Board | | 3. Module parts salesman 8. Guild Ideas Board | | 4. Wood, water and flour store 9. Invention Workroom | | 5. Bank 10. Head Tinkerer Rooms | | | | The Guildhall of the Tinkerers is located on the third | | floor of Mt. Nevermind. The floors below contain housing, | | cafeterias, and extra workrooms as well as a public board. | | | | Chapter 7: Analysis | | ==================== | | | | The Gnomes of Mt. Nevermind seem misdirected and impotent | | in their studies of menial technologies and are certainly | | no match for the might of the Tower. They do, however, | | possess a quick intelligence and are capable of learning | | great magical secrets once thought the sole realm of users | | of magicks. | | | | Due to their structure and methodical nature, they are | | gullible and slow to move and for these reasons can they | | be made unwitting tools of the Tower. Let ever-watchful | | eye remain upon them for valuable information may one day | | come their way and particularly quick ones may prove worth | | a robe furthering our already unseen grasp upon them. | | | | | | | _\ \ \/____________________________________________________________/ > read tricksters You read the scroll titled "The Trickster secrets revealed". The Trickster secrets revealed, written by Stern on Yavannie 26, 3017. _______________________________________________________________ / \ \ |\_/___-_______-______/|________--___|\_____-_______-_______/\____/ | | | | | Hail Society of Morgul Mages! | | | | This scroll reveals the secrets of the Trickster guild to | | the Society. May this knowledge be of use in His service. | | | | Hail Melkor! | | | | | | The Trickster Guild | | #-----------------------------------# | | | | The Trickster Guild is a layman guild devoted to playing | | tricks and pranks on other people, and perhaps even more | | so on each other. Their training facillities hardly | | encompass any fighting skills, and they have no combat | | specials. | | They seem to enjoy jesterlike entertainment, and | | make a pathetic impression with that. | | Trickery, in their view, is not a means to reach a goal, | | but the end itself. Such waste of energy.... | | | | The Tricksters are not concerned much with causes, morals, | | right or wrong. They do not favor those who follow crusades,| | or serve evil powers. Therefore they do not allow those who | | become more holy than sweet or more evil than nasty to | | remain in their ranks. | | They show resentment to service to a Higher Power, yet | | oddly they do welcome the enslaved Gladiators among their | | ranks. This is just one example of one of the many | | inconsistencies I noticed in this guild. The total anarchy | | may be clear from the fact that the guild is devoid of | | mortal leadership. | | | | The Guild is located in Bree, it is well hidden, and, for | | a guild filled with such talkative members, it's location | | is a well kept secret. Besides the regular entry/exit there | | is one secret exit as well, which brings the user north | | of the sign near Bree. | | In order to join the guild one has to first locate it, | | and then find a Trickster who will vouch for the aspirant | | member. Vouching is done in a book that is open for all the | | guild members so read, so they know who was accepted by | | whom. | | The guild tax is 7%. | | The penalty for leaving is loss of accumulated experience | | in the guild and guild related skills. | | | | Skills | | 0--------0 | | The following skills can be learned and improved: | | club to: superior journeyman | | appraise value superior craftsman | | awareness superior professional | | sneak superior journeyman | | trading superior craftsman | | parry superior journeyman | | | | | | Other abilities | | 0-----------------0 | | Tricksters have three guild related abilities: | | Hex, Sneaky and Mischief. | | | | Hex calls upon the essence of naughtiness to completely | | ridicule someone. When you are hexed (depending on | | your intelligence and the intelligence and guild level of | | the Trickster) you may notice a malignant aura surround you.| | It causes others to see you different than you are in | | reality: worshipping Nob Nar, with a a sign on your back | | saying, "KICK ME!!", with a wart on your nose, with toilet | | paper stuck to your shoe, with an an upside-down nose on | | your chin or missing an eyebrow. | | A hex may take several minutes to an hour to subside | | depending on the guild level of the Trickster. | | | | Sneaky has three modes: | | Sneaky off : The Trickster title will show in introduction | | and the "rascally look of a Trickster" is | | visible upon examination. | | Sneaky on : The trickster title and description are hidden.| | Sneaky constant : This enables the Trickster to sneak from | | room to room in sneaky mode. | | | | Mischief can be bought from the alchemist at the Trickster | | guildhall, and is stored in the Trickster stick. | | The mischief ability grows as a Trickster grows in level. | | The higher the guild level the more types of mischief the | | alchemist will put in the stick, and the higher the number | | of mischiefs of every type he will agree to outfit a stick | | with, with a maximum of 3 of each type. | | At the time this scroll is compiled, there are 5 types of | | mischief: | | | -- More -- 100/167 -- ( t b r n a q x ! h ?) -- | itchpowder : | | Makes the target scratch themselves silly for several | | minutes. | | laughgas: | | A vial of laughing gas thrown on the ground results | | in several minutes of uncontrollable laughter for | | everyone in the room. | | smokebomb: | | A smokebomb tossed to the ground creates darkness | | to enable escape from an angry mob undetected. | | The darkness created by this bomb last approximately | | 3 seconds, and has several levels of darkness, as it | | took me a lamp and 3 gem rubs to see through it. | | sneezepowder : | | Makes the target sneeze severely for several minutes. | | stinksplash : | | Makes the target smell very bad and cause people in | | the same room with them to react to their foul smell. | | | | Although there have been rumours that Trickster mischief | | would reduce concentration in their target, resulting in | | failure to cast spells, the above mischief has all been | | proven annoying but totally harmless. | | The only mischief that actually has a use other than anoyance | | is the smokebomb, that can be used for escape when hunted. | | | | Hex and Mischief last longer as a Trickster improves in the | | guild. Furthermore, the higher the intelligence of the | | Trickster the easier it is to do mischief and hex without | | being noticed. | | If you notice a hex being placed you notice a malignant aura | | surround you. Mischief can be noticed by stick maneuvres. | | | | Emotions | | 0----------0 | | Of the Trickster emotions several are worth mentioning: | | | | flame ():Set own fingers (or someone else) on fire. | | hotfoot :Light someone's foot on fire. Although the | | target wails in agony it does not cause any | | bodily harm. | | vent :Imitate target's voice so that it seems as | | if the target speaks the words chosen by | | the Trickster. Intelligence and the | | trickster guild level are important for | | success. | | | | Summary | | 0---------0 | | In summary, the Tricksters Guild is an extremely annoying | | but harmless layman guild, not worthy our further attention. | | High awareness and sneaking skills are to be taken into | | account when dealing with Tricksters. | | | | Thus penned down in service of the Dark Lord. | | | | Hail Melkor! | | | | Fated to Darkness, | | Burzumbar, Stern Sheol | | | | | | ___ _____ _________ _________________ _______________ _______| |/\ - |/ - |/ - \ \\_| | \/_______________________________________________________________/ > read tyr_map You read the scroll titled "Map of Tyr". Map of Tyr, written by Igthorne on Narvinye 16, 3019. __________________________________________________________________ /\ \ \__\ \ | | | Map of Tyr | | | | From the Roc, go: up,n,ne,e,se 2,s 2,sw,s 2,se 3,s 3, | | se,e,se,e 7. | | This will put you at the first crassroads in the city. | | There are no paths leading off this road until the crossroad.| | | | City Map : | | | | p p | | |/ | | l o l l k | | | | |/ | | | n o-o----o---o----o-o | | |/ | \ | | \ | | o-l o \ o o o | | / | \ | | | | o l-o-m o-o o | | | | \ | | | | | b c d p e o o | p p | | | | | | | | | | | | | | | <--a-o-o-o-o-o------o-o-o-r-o-o-o-o-p | | | | | | | | | /| \ | | | | f g-h | i p q o-o j-j-o | | | | \| p | | o o o-o-o v-o | | \ /|\ | |\ | | | \ o / o o q s o-o-o p o-p | | \|/ |\ / |X| | | | | o-o o o-o--------o t-o-o-o-o | | \| |/|/ | |X| | | | o-o-o o p-o-o-u p | | | | | | p p | | | | | | a) To Roc b) The Tarnished cup: shop | | c) armour shop d) Post Office | | e) Golden Inix Inn f) BB | | g) weapon shop h) bonesmith | | i) passage to Kalad j) brick yard-lots of slaves | | k) The Black Stone Obsidian shop | | l) noble houses m) Garden: no herbs | | n) Money changers 30% p) plague: not finished | | q) delivery offices r) Kalak's Ziggurat | | s) Adventurer's Guild t) Skin Colour Shop | | u) Hungry Hungry Halfling Inn | | v) Gladiators Guild | | | | | | This is a desolate land, barron and virtually lifeless. | | The only thing of note here is the Gladiators Guild. | | Though their numbers may be great, I doubt they would | | pose any real threat.They are all slaves, and lack | | any real unity.The Angmar Army would make short work | | of them.....should the need ever arise. | | | | In Service, Igthorne. | | | /\-| | | / / \/________________________________________________________________/ > read under_bazaar You read the scroll titled "Dungeons Under the Sybarus Bazaar". Dungeons Under the Sybarus Bazaar, written by Karpath on Sulime 12, 3019. ____________________________________________ /\ \ \_| Underneath Sybarus Bazaar: | | | | Underneath the very Bazaar of Sybarus | | some wrethed humans seek cover from The | | Ruling Council of the Secret Flame, They | | are poorly clad and hardly wielding any | | threats to the Superiority of His Dark | | Servants. Rumours say that collected | | items will bring the collector great | | wealth. Herein follows the map of the | | Dungeon underneath the Sybarus Bazaar: | | | | o o | | | / | | o o | | |/ | | o | | \ | | o o | | | | | | o-o o | | \ / | | o | | | | | o o o o | | / \ \ | / \ | | o o-o-o-o o-o>o>o | | | | \ / | | | o o o E | | | | E : Entrance from Bazaar. | | > : Up/Down stairs. | | | _| Penned down in His Service by | / | Dark Conjurer Karpath. | \/___________________________________________/ > read union-pantheon1 You read the scroll titled "Those whom the Union serves". Those whom the Union serves, written by Trennagin on Sulime 7, 3019. _____________________________________________________________________ /--\\ ________________________________________________________________) // __|| \__ | | || | | | |__|| |__| \\_/ )| | \__/|| These scrolls I did uncover in my hoard after much rummaging. | || They are copies made when I found may way years ago into the | || library of the Union. The many scrolls have been compiled into | || one great scroll. May its addition enhance our understanding | || of and dealings with the Warriors of Shadow. | || | || - Kamlhost | || | || | || Those Whom We Serve: The Gods of Sybarus | || | || Within this collection of scrolls is recorded reliable inform- | || ation regarding the Gods, at a mortal-level of comprehension. | || Additional scrolls will be added in alpha-order. | || | || Aclolthayr, Spider Goddes and Mistress of the Hunt .. [pp 02] | || Hahabi the Blind Terror and Lord of the Third Hour .. [pp 04] | || Nantur, Diviner of the Fifth Hour ................... [pp 06] | || Nitikas, the Lord of Wealth and the Sixth Hour ...... [pp 08] | || Plalgus the Neutral, Ardent of the Fourth Hour ...... [pp 10] | || Sair the Omatu of the First Hour .................... [pp 13] | || | || | || Aclolthayr the Mistress of the Hunt, Spider Goddess, | || and Restati of Sporting Entertainment. | || Symbol: Coiled rope, spiral. | || | || A minor goddess of Sybarus and Mistress of the Hunt, Aclolthayr | || is worshipped primarily by Shadow Elves who participate in the | || Hunt. For some unknown reason, She is fond of Elves, and favors | || them over all other races. Her few non-elven followers are the | || adventurous types who venture deep into the Underdark in search | || of blood, excitement, and trophies worth offering on her altar. | || Fond of dark places and traps, Aclolthayr delights in tormenting| || those who step within her demesne. Magic-users are particularly | || vulnerable to this entity, as she is powerful in the arts of | || anti-magic, and enjoys bringing low those who would oppose her | || using such methods. | || | || Most of all though, Aclolthayr is a master manipulator, a spin- | || ner of webs that trap the unwary. She often forms alliances with| || other gods, seeking to increase her power, but her loyalty is to| || her goals alone, and she expects absolute loyalty and obedience | || from her followers. | || | || Aclolthayr's symbol is that of a coiled rope or spiral. When | || she manifests in the physical plane, she is known to favour a | || few forms. One is a serpent, another is a spider and yet another| || is a cat. | || | || To those who would serve her, she is an exacting mistress. Fail | || to give her proper homage, and she will paralyse you and feed | || you to her young. Serve her faithfully and well, and she might | || reward you with wealth and power. She likes to watch her follow-| || ers fight for their lives, viewing it as great sport. She has | || been known to transport several of her favorites to a doorless | || room, afterward amply rewarding the sole survivor of mortal | || combat. | || | || It is considered good custom for everyone who has made a kill | || in the Hunt to leave a trophy upon her altar in the Underdark. | || Failure to do so can have painful, if not deadly, consequences. | || | || | || Hahabi the Blind Terror and Lord of the Third Hour. | || Symbol: A single flame. | || | || Hahabi holds within his grasp the courage of all mortals. He is | || revered nowhere, but is slavishly pacified with sacrifices of | || young children. Every nine days a child dies in Sybarus City to | || appease him. The reason for such devotion to this entity is that| || during the Time of Darkness, Hahabi was responsible for the | || majority of the deaths which drove the People to accept the Pact| || with the Gods of Sybarus. Hahabi's slayings were legendary in | || the terror and torment that preceeded them, so much so that | || people have been known to commit suicide merely to avoid the | || possibility of such a fate. | || | || Hahabi was declared to be the patron god of the Executioners by | || the first High Executioner Toril in SA 176. Consequentially, | || there is a very large shrine to Hahabi on the grounds of the | || Executioner's Palace in the Forbidden City, which is where the | || ritual sacrifices take place. | || | || The mode of His worship is to first acquire a young male child. | || The child must then be 'pain cleansed' through gradually inten- | || sified torture over the course of twelve hours, and then brought| || to the ritual altar, where the flesh is gently stripped from his| || body, being careful not to kill him in the process. The skinned | || child is then doused in Quari resin, a very sticky and slow-to- | || burn sap, and set alight. Offerings have been known to live as | -- More -- 100/305 -- ( t b r n a q x ! h ?) -- || long as three hours while burning in this manner, and if they | || live that long, it is considered to be an exceptionally success-| || ful sacrificial offering. | || | || Hahabi manifests physically in this plane fairly regularly, | || although few who look upon him are afterwards able to describe | || his appearance. He is said to appear after particularly long | || sacrifices, as an enormous demonic figure with massive claws | || and wreathed in flames. Those who have seen him are driven mad | || with terror. The madness is permament, and invariably those so | || afflicted commit violent suicides. | || | || Magic-users worship Hahabi for the gift of firebolts and the | || use of terrifying illusions which cast fear into the stoutest | || hearts and send them fleeing. | || | || | || Nantur, Blessed of the Pen and Diviner of the Fifth Hour. | || Symbol: A quill pen. | || | || Nantur is the patron goddess of the scribes and historians of | || Sybarus and all Avenir. She is the Amanes of Knowledge, and | || those Faithful to Her ways are rewarded with great powers of | || discernment. She is also the patroness of those who explore un- | || known regions. | || | || Nantur has rarely been seen, and only briefly at that. She | || sometimes appears to those who are lost on a journey, or to | || strengthen the discipline of those who are seeking out new | || knowledge. Her form is that of a small and beautiful woman, | || similiar to an elf in appearance but with great feathered wings | || protruding from her back. Her symbol is a quill pen, made from | || one of her own feathers. | || | || Nantur, for the most part, holds herself separate from the | || affairs of mortals, but since the Edict of Isolation was lifted | || in SA 359, she has been known to reward those who bring forth | || knowledge of the Outland world. For although she is all-seeing | || within the underworld of Avenir, it is there to which her sight | || is limited. | || | || In SA 153, a sect of Nanturites was formed whose motto was | || 'Truth above All', and they set themselves to write and publish | || all that they knew and saw. This made them very influential and | || quite powerful in Sybarus. All that came to an end in SA 163, | || when Terfellis, High Inquisitor at the time, ordered the execu- | || tion of every Scribe of Nantur in the City after they made known| || some of his interrogation practices. It is said that some of | || the Nanturite Scribes fled the city and dwelt deep below in the | || Unterdark, where they built a great library and served Nantur | || until the time came when they could once again come forth and | || share their knowledge with the world. | || | || Nantur is worshipped by the act of finding new knowledge and | || writing it down for future generations. She is said to bestow | || great powers upon those she finds worthy. The Nanturite Scribes | || have been gifted with Her powers of discernment and physical | || strength, using them in their everlasting quest for knowledge, | || wisdom, and Truth. | || | || | || Nitikas, the Lord of Wealth and Greed. | || Symbol: A single coin. | || | || Nitikas, the Lord of the Sixth Hour, is the patron of all the | || shopkeepers and business people of Sybarus. He has a particu- | || lar fondness for gnomes, who have the best business sense of | || all the races, and has been known to bless worthy shops with | || great financial success and growth. | || | || Before SA 359, Nitikas' appearances were rare and of little con-| || sequence, but after the Edict of Isolation was lifted in that | || year, he has appeared many times to aid Sybarite traders dealing| || with the Outside world. Nitikas is seen as a small and withered | || humanoid with very large teeth and ribs that protrude grotesque-| || ly from his body. He has vestigal wings, as transparent and | || finely webbed as those of a fly. He is often depicted holding a | || long staff that has the power to turn lead into gold. His symbol| || is a single coin. | || | || The strange Rite of Nitikas consists of taking something that | || is extremely precious (such as a gem) and placing it in a bowl | || that has been specially prepared with a mixture of Kesoit sap | || and water from the Dark Sea, and then igniting the (volitile) | || mixture. If Nitikas approves of the offering, then the object | || remains intact and its value increases greatly (e.g. a pearl | || would be transformed into a diamond, a bronze figurine into a | || golden one). | || | || Be aware though, that Nitikas is greedy and jealous, and may at | || any time take or destroy an object which He covets for himself. | || He may grant increased wealth to those followers who please him,| || or render them suddenly and irrevocably destitute on a whim. A | || bargin made with Nitikas is best kept, for it is believed that | || some of his prized sculptures were once real people who thought | || to cheat him of his due. | || | || Magic-users worship Nitikas for the gift of transmutation. | || | || | -- More -- 200/305 -- ( t b r n a q x ! h ?) -- || Plalgus the Neutral, Ardent of the Fourth Hour | || and Wielder of Justice. | || Symbol: A white eye or orb. | || | || Plalgus is one of the few gods that regularly participates in | || the affairs of the residents of Sybarus. He has been known to | || appear from nowhere to smite a petty thief or a hypocritical | || citizen with his magnificent blue hammer. There appears to be | || no method to his choices of people, nor to the times of his | || executions, but most believe that it is not altogether random. | || | || The symbol most often associated with Plalgus is the all-seeing | || white eye, though his blue hammer is also used. When manifesting| || in the physical plane to pass judgement on Sybarites, he appears| || in the form of a great, four-armed human. He stands three times | || the height of the tallest elf, and his arms are stong enough to | || tear webcloth like paper. He always brings with him his hammer, | || and appears to have the power to transport himself instantly to | || where he wants, at will. | || | || Plalgus' most famous 'judgement' was the slaying of Lady High | || Commissioner Llinisa Ersin in SA 101, thus putting an end to | || her rule. Her crimes, if any, were never discovered. Although | || during her rule she was a popular Commissioner, she is now | || equated with lies and secret treachery. An 'ersin' is now a | || common name for someone who is suspected of some sort of vile | || deception, where there is no basis of proof for the suspicion. | || | || Plalgus neither demands nor responds to any form of worship. It | || is said (often by mothers teaching their young children), that | || living an honest and good life is in itself worship of Plalgus, | || whereas secret treachery will bring down His judgement with | || terrible force. | || | || People who have committed crimes fear the Judgement of Plalgus, | || and will often make appeasment offerings at His altar. Though | || Plalgus is known to ignore such offerings, his Priests do not. | || They encourage people with attacks of conscience to make great | || personal sacrifices to stave off the Coming of Plalgus, and in | || most cases, it has been known to work. | || | || Priests of Plalgus are a small and secretive lot, given a wide | || berth by commoners and clerics alike. It is rumoured that they | || receive from Plalgus the ability to become invisible, and to | || finger someone for His Judgement--which usually means certain | || death. | || | || | || Sair the Omatu of the First Hour, She Who Smoothes the Way. | || Symbol: An octagon. | || | || Omatu Sair is a goddess of the First Hour. She is the patron of | || builders, masons, stonecutters, miners, and the like, and it is | || said that She herself chose and cut the octagonal stones with | || which the walls of the Forbidden City were built. | || | || The symbol most often associated with Sair is the octagon. When | || manifesting herself in the physical plane, Sair is a lumpy, | || vaguely humanoid form with octagonal feet that never leave the | || ground (even when she walks!) and fire-opal eyes. Idolic repre- | || sentations of her generally show a very round woman the colour | || of clay who carries an octagon in each hand. | || | || The Temple of Sair is located in the Underdark. It is always in | || the same place, but it looks different every day, as Sair tears | || it down daily and rebuilds it in time for the First Hour. It is | || believed that if She does not rebuild Her Temple, the end of | || the World is near. | || | || Sair is invoked every day for four days prior to beginning con- | || struction of new buildings. In the First Hour of the fifth day, | || all laborers nick their hands and make an offering of a few | || drops of blood. This blood is then blessed by a priest and used | || in the making of the mortar. Additionally, there is at least | || one octagonal stone built into every wall. This is to honour | || Sair, as it is feared that she will collapse any walls that do | || not have her symbol. Similarly, tunnels dug for mining often | || have the symbol of the octagon scratched into the walls, so | || that they will not collapse and bury miners. | || | || | || All multi-faceted gemstones are considered gifts of Sair, and | || any that are discovered in the rare three-dimensional octagonal | || shape are sacred to her and placed in a niche in a wall near | || where they were found. To take them from the mine is considered | || unlucky, and thought to bring disaster. | || | || In addition to being the patron of builders, Sair is known as | || She Who Smoothes the Way, and she is is worshipped as a maker | || and remover of obstacles. People make offerings to her in hopes | || that she will grant such things as blocking their competitors' | || progress or assisting them in overcoming obstacles. | || | || Magic-using clerics of Sair are thought to have the ability to | || to raise walls (as in blocking exits), walk through walls, and | || find valuable gemstones. | || | || | || | || ____ ___________________________________________________________|__ -- More -- 300/305 -- ( t b r n a q x ! h ?) -- ||// \\ \ \\(( || | \\___//______________________________________________________________/ ----- > read union-pantheon2 You read the scroll titled "Those whom the Union serves, Book Two". Those whom the Union serves, Book Two, written by Trennagin on Sulime 7, 3019. _____________________________________________________________________ /--\\ ________________________________________________________________) // __|| \__ | | || | | | |__|| |__| \\_/ )| | \__/|| These scrolls I did uncover in my hoard after much rummaging. | || They are copies made when I found may way years ago into the | || library of the Union. The many scrolls have been compiled into | || one great scroll. May its addition enhance our understanding | || of and dealings with the Warriors of Shadow. | || | || - Kamlhost | || | || Those Whom We Serve: Book the Second | || | || | || Within this collection of scrolls is recorded reliable inform- | || ation regarding the Gods, at a mortal-level of comprehension. | || Additional scrolls will be added in alpha-order. | || | || Salilus the Master of the First Hour ................ [pp 02] | || Tabris-Zeffar the Masters of the Second Hour ........ [pp 04] | || | || | || | || Salilus the Master of the First Hour, Overguardian of Sybarus. | || Symbol: A lock and key. | || | || It is Salilus who is thanked for the salvation of the original | || Faithful, for opening the way into the Source-lit caverns of | || Sybarus. He is the Gatemaster, the guardian of portals. His | || demesne consists of that nether place between the 'within' and | || the 'without'. It is said that he dwells where all the elements | || meet in one place, the place of becoming, where everything is | || and is not at the same time. | || | || The symbol most often associated with Salilus is a lock and a | || key. Priests/clerics tend to use a red torus. When manifesting | || in the physical plane, Salilus is a small and wiry humanoid | || with enormous thin wings. Worship of Salilus by Sybarites is | || generally sporadic, mostly because he is a benign god who de- | || lights in helping rather than hindering, and so does not in any | || way require appeasement. | || | || It is considered good custom upon crossing any portal or door- | || way, and particularly upon entering someone's home, to touch | || the door lintel and then the forehead with the right index | || finger, while whispering a prayer of thanks to Salilus for | || safe-passage. He is considered a patron of travellers, along | || with Nantur, so his blessing is sought before embarking on a | || long trip, and thanks given upon its successful completion. | || | || It is rumoured that Salilus serves Mascarvin, goddess of Death, | || by opening the portal through which she carries the spirits of | || the dying to their rest. | || | || In the Temple of the First Hour, priestly rites of Salilus re- | || volve around a large torus which he placed there in the hour of | || the Temple's completion. It has numerous peculiarities: The | || stone of the torus is reddish and pulsing. Though perfectly | || round, it stands on end and cannot be unbalanced. It is always | || spinning, unless approached. When still, the center of the | || torus is filled with a dark, misty substance that has tiny | || sparks of light inside. | || | || One Rite of Salilus requires entering the torus. Depending on | || which side one enters by, the consequences of this entrance may | || be either positive or negative. Most enter the portal seeking | || the greatest and most rare of Salilus' gifts, the ability to | || conjure portals between two places at will. Priests entering | || the torus have been known to walk through to the other side | || without delay, or to not appear for several days. Some emerge | || from the torus mad, diseased or misshapen. Others are possessed | || of great magic, wealth, or luck. | || | || | || | || Tabris the Common Joy, Restati of the Second Hour. | || Zeffar of the Green Face, That Which Binds All. | || Symbol: A circle divided by a | || white lightning bolt. | || | || Tabris-Zeffar is known as the Two-Faced God. The symbol most | || often associated with them is the circle split by a jagged bolt | || of white lightning. The blue half-circle is the face of Tabris, | || and the green one, Zeffar. Tabris-Zeffar rarely manifests in | || the physical plane, but when he does, it is as a dragon with | || one blue head and one green one. | || | || Tabris, the Common Joy, Restati of the Second Hour, is one of | || the most beloved Sybarite gods, for his domain is that of Free | || Will, a personification of the celebration of individuality. | || But he is also known as the Two-Faced God, and his other face | || is Zeffar, whose domain is that of Irrevocable Choice. Tabris | || and Zeffar are indeed the two sides of the same coin: the first | -- More -- 100/158 -- ( t b r n a q x ! h ?) -- || is the embodiment of free and independent choice, the other is | || the unalterability of that choice--once made there is no undo- | || ing it. Jointly, Tabris-Zeffar is the patron of Free Men, for | || only free men may voluntarily make decisions that bind them. | || | || Some have tried to separate the two, to worship one independent | || of the other, but this has disastrous results. Pay too much | || attention to one and the balance of powers betwixt the Two | || is upset, creating chaos. Thinking that worship of Tabris is | || what fostered rebellion, Commissioner Origin S'ali, in SA 165, | || forbade His worship. In time, the balance between Tabris-Zeffar | || was so upset that few people made choices, and when they did, | || none of the decisions were binding, resulting in chaos at all | || levels of Sybarite society. | || | || Worship of Tabris-Zeffar at the temple alternates between joy- | || ous occasions with dancing and feasting, and solemn rituals | || conducted in silence and deliberation. People come to the altar | || of Tabris-Zeffar both to celebrate their freedom in the physical| || plane and to contemplate their spiritual enslavement. | || | || Tabris-Zeffar can be invoked by people pressured to make quick, | || important decisions. Doing so grants them the time until the | || Second Hour to make the necessary decision. Should the Second | || Hour pass without the choice having been made, the person who | || invoked Tabris-Zeffar is condemned to life-long slavery, and | || the decision is made by the nearest available Priest. | || | || Sometimes important decisions or oaths are Sealed by Zeffar. | || This is very solemn and very binding. People have been known | || to die horrible deaths when breaking the Seal. | || | || All are bound, Highborn and low, and none are exempt from | || Zeffar's Binding. It is by the Power of Zeffar that Sybarites | || are bound to the Pact which their Ancestors swore in His Name, | || and their Word is as physical a bond upon their descendants as | || fetters are upon the wrists of those condemned. Yet by this | || Binding are Sybarites freed to live as men in the Shadow of the | || Source, and to reap the blessings of the Gods by the sowing of | || their obedience and worship. | || | || Many people seek enlightenment from the Oracle of Tabris-Zeffar | || for it is a great diviner of the Gods' Will. It is a given, of | || course, that few choose to go against the recommendations of | || the Oracle. | || | || Magic-using priests and clerics of the Second hour are thought | || to have the ability to call lightning, see invisible, and to | || divine the unknown. | || | || | || | || ____ ___________________________________________________________|__ ||// \\ \ \\(( || | \\___//______________________________________________________________/ ----- > read weapons_a You read the scroll titled "Weapons of use to the Society". Weapons of use to the Society, written by Denbarra on Hisime 28, 3018. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | | | Weapons of Value to the Society | | | | by | | | | Denbarra Nuruhuine, Saura-Er | | | | | | It behooves the Society to keep a current list of | | weapons that are useful to members. It is now | | possible for members of the Society to gain | | proficiency beyond the basic levels trained in Morgul | | in any of the weapon skills through layman and racial | | guilds, so a list of the more powerful of the weapons | | that do not require a certain skill level to use is | | necessary to keep apprentices informed. This scroll | | will be in constant change. | | | | If these weapons are found, they should be preserved | | for the Society armoury and placed in the Rune | | Chamber when possible. | | | | ====== | | Swords | | ====== | | | | Most swords of power require a higher skill than is | | available to members of the Society. However, there | | are still some that can be wielded by any. Since | | swords are by far the most common and most powerful | | of weapons in the realms, skill in wielding them is | | precious and most desirable. Sword skill is made | | available to Morgul Mages via the Thanarim Racial | | Guild. | | | | Draconian claymore: A two handed weapon, it deals | | vicious damage and is enchanted to strike true. | | It is also magically light. This blade is found | | wielded by the more powerful of draconians in the | | realm of Krynn. | | | | Sword of darkness: This blade is wielded in any | | hand. It sheds darkness that can be overcome by | | a single torch. Its performance is well above | | average. It is found wielded by the captain of the | | Krougs in the foothills of Mt. Kyrus southeast of | | Gelan. Beware, the kroug and his escort are most | | deadly. | | | | Sword of light: This blade is wielded in any hand. | | It glows with light approximate to that of a | | single torch, and it performs well. It is the | | counterpart to the Sword of Darkness found in the | | foothills of Mt. Kyrus; to create it, a sword of | | darkness must be taken to a room in the Crystalline | | Palace of the Calian Warriors, where it will be | | transformed. | | | | Sword of Darkness: This sword is to be distinguished | | from the similar sword from Calia. It is also | | wielded in any hand, and it performs similarly | | well. However, it sheds darkness only when wielded, | | providing a measure of control to the bearer that | | the Calian sword does not. It is wielded by the | | chief orc of the goblin caves in northern Terel. | | | | Devils Sword: This blade is very heavy, yet it | | delivers superior damage. It seems to have been | | forged by a patron demon of the Legion of Darkness | | in Terel. It is a right handed weapon, and it is | | wielded by the devils knights under Avenchir Mansion | | in Terel. | | | | Violet Edged Red Shortsword: This sword is enchanted | | to enhance the wielder's skills in defence and | | parry, but will only do so for skilled wielders - | | members of the Society will not benefit from this | | enchantment. Moreover, the sword seems to have a | | rudimentary intelligence and a powerful will, and | | can only be wielded by those of sufficient mental | | prowess. Upon wielding it drains a good deal of | | mental energy. Despite these drawbacks, it is a | | potent weapon and serves a Mage well in battle. It | | is found guarded by a barrow wight. It may be | | wielded in either hand. | | | | Shimmering Longsword: This sword is made to be | | wielded in the left hand. It is a very powerful | | enchanted weapon. It bestows an aura upon its | | wielder which delivers extra damage when it | | strikes. It is wielded by the Jadestone Doll | | and is reputedly difficult to attain. | -- More -- 100/256 -- ( t b r n a q x ! h ?) -- | | | Fancy sword: A very good non-magical sword. It may | | be wielded in either hand and is found wielded by | | swift knights in Calathin. | | | | ==== | | Axes | | ==== | | | | Powerful axes that can be wielded by those with | | journeyman or lower skill are rare, but those that | | there are can be terrible weapons. Axes are the | | closest in power to swords, for they can be quite | | as deadly and yet still wielded in a single hand. | | Those Black Numenoreans who are counted among the | | Dunedain among us are well skilled in the use of axes. | | | | Dwarven Waraxe: This axe was wielded by Dain in | | Moria. It is now guarded by one of three trolls in | | Khazad-Dum. It is a potent weapon that deals | | vicious damage upon striking, though it can be | | unwieldy. A high wisdom is required to wield this | | weapon - some say that epic wisdom is needed. It | | is enchanted to slay orcs and trolls. It can be | | wielded in any hand or both hands. | | | | Runed Axe: This axe may be wielded in either hand. | | It is guarded by the Dewar Warlord in the Mines | | of Emerald. It is not difficult for the Society | | to obtain, and it is an excellent, perhaps even | | a preferred weapon for those Dunedain among us. | | | | Bloodstained Mithril Waraxe: This axe is found in | | Moria and strikes with the deep bite unique to | | Moria Silver. It has been manhandled by orcs and | | so is of less quality than it would be in pristine | | condition. | | | | [Red] Heavy Battleaxe: This two handed axe is quite | | heavy and requires a significant strength to be | | wielded. However, it delivers potent damage upon | | striking. The color may be red, blue, white or | | black. It is found wielded by draconians in Krynn. | | | | Mithril Axe: A two handed axe wielded by the Ghost | | King on the isle of Carisca. It is quite potent, | | nor is it too heavy. | | | | ======== | | Polearms | | ======== | | | | Polearms are quite potent weapons, yet suffer from | | the drawback that they are without fail two handed. | | However, few polearms require a high skill to be | | wielded. Skill in these weapons is offered to the | | Society through the Travellers guild. | | | | Heavy Steel Halberd: Wielded by the Morgul guards, | | it is perhaps the best weapon in Morgul next to | | the heavy black mace. | | | | Heavy Black Maul: This weapon is wielded by Bolg, | | son of Azog, the Uruk Captain of Moria. It | | requires a great strength to be wielded. It has | | the ability to damage armours that it strikes, | | even unto shivering them. It may be wielded in | | either hand or both hands, but only breaks | | armours when in both hands. | | | | Excellent Halberd: This polearm is guarded by the | | Goblin Lord of the Misty Mountains. It is a | | potent weapon, though it dulls quickly. It | | strikes of its own accord with a frequency that | | seems to depend on the skill of the wielder. | | It must be wielded in both hands. | | | | ===== | | Clubs | | ===== | | | | Clubs are our most favoured weapon ever since | | Melkor chose to wield Grond, Hammer of the | | Underworld, over all other weapons. Club skill | | is offered to the Society through the mostly | | treasonous bandits of the Misty Mountains. | | | | Heavy Black Mace: This mace is particularly | | valuable to the Society for its qualities of | | elf-slaying and human-slaying. It is a most | | potent weapon and is wielded in both hands. It | | is wielded by the wraith Captains of the Gates | | in our City. | | | | Heavy Steel Club: Wielded by the Lord of the | | Misty Mountain Goblin Caves. It may be | | wielded in either hand. It has the ability | | to drain mental energy from the victim when | | a blow to the head is delivered. In extreme | | cases, when the victim has no mental energy | -- More -- 200/256 -- ( t b r n a q x ! h ?) -- | left, the victim is knocked out. | | | | Double Morning Star: This club shares the origins | | and traits of the heavy steel club. | | | | Huge Warhammer: A less powerful version of the | | heavy steel club, this hammer is found in | | the smae caves wielded by lesser goblins and is | | still a potent weapon. | | | | Nightbringer: This black mace is wielded by the | | Dragon Highlord Verminaard who resides in Pax | | Tharkas. It is reportedly very difficult to | | attain. It has the ability to blind one's | | victim when the power word "midnight" is | | called out. | | | | ====== | | Knives | | ====== | | | | Knives are the least powerful weapons available | | to us, and the more powerful of them require | | higher skills than are available to us. These | | weapons are often helpful in culling body | | parts from our victims, however. This skill | | is offered to us through the Red Fang goblin | | racial guild and the Cabal of Hiddukel. | | | | Leaf-Shaped Long Dagger: This weapon was | | forged in Westernesse of old in order to | | combat us. Our corruption of the barrows | | has buried most of these. However, one is | | available to us through an accursed wight | | in the barrow downs. It strikes swiftly | | and true, and may be wielded in any hand. | | | | Devils stiletto: The counterpart of the | | Devil's Sword, it is made to be wielded | | in the left hand. It shares the apparent | | origins of the Devil's Sword and is wielded | | by the same Devil's Knight. | | | | Onyx Dagger: The companion to the powerful | | onyx longsword. It may be wielded in any | | hand. It is wielded by the Dewar Chaoslord | | in the Emerald Mines. | | | | | | | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ > read weapons_b You read the scroll titled "A list of the more useful weapons in the Realms". A list of the more useful weapons in the Realms, written by Louie on Ringare 17, 3018. ___________________________________________________________________ / \ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>\ / _; Hail Melkor! ; \__/_; ; ; This document is a record of weapons which I ; ; have either learned about first hand, or been told ; ; by others skilled in their various arts. These listed ; ; are more than likely some of the most powerful weapons ; ; in the Lands. In addition, I plan on adding a couple ; ; of weapons of each category which are more useful as ; ; weapons, as opposed to simply being the most powerful. ; ; ********** ; ; ; ; Swords ; ; ****** ; ; ; ; Flaming Black Broadsword: Is kept by none other than the ; ; Black Rider. Its wielding requirements are not ; ; known to me, but its power is feared through the ; ; Lands. It requires two hands to wield, as well. ; ; Onyx Longsword: Is kept by the Dewar Chaoslord in ; ; Emerald, a mad and twisted being. The longsword ; ; is wielded in the left hand, and by gripping the ; ; hilt tightly, a burst of strength will be given ; ; to the wielder. Estimated guesses place the ; ; skills of a professional as being able to wield ; ; it. ; ; Shimmering Longsword: I have not discovered for sure, ; ; but I believe this weapon is to be found in ; ; the land of Sybarus. Its wielder is surrounded ; ; by an aura, and some claim it is as powerful as ; ; the Flaming Black Broadsword, but it must be ; ; charged up in some way. ; ; Violet-Edged Red Shortsword: This sword is rumoured to ; ; be found in the area of Moria, although ; ; little is known about it. Rumours circulate ; ; that only those of great intelligence and wisdom ; ; are able to wield it. The sword grants the ; ; wielder amazing increases in the defence skill. ; ; The sword has a high, though light, hit rate, ; ; and if the owner fails to wield it he is burned ; ; and drained by the weapon. ; ; Draconian Claymore: Is found in the lands of Krynn, ; ; wielded by powerful draconians. It is two ; ; handed, and can be wielded by those who are ; ; intelligent and disiplined. It does not seem to ; ; have any special powers, yet is a fierce weapon. ; ; Rohirrim Longsword: Found mostly in the guard rooms of ; ; Edoras (*msmile*), this longsword is very useful.; ; It is a standard weapon of soldiers, any handed, ; ; and anyone familiar with a sword is able to use ; ; it. Also quite easy to get. ; ; Sword of Darkness: Found in Terel, in the caves near ; ; the Silver Forest, and by the kroug in the lands ; ; of Calia. The sword creates a level of Darkness ; ; around the wielder, which is nice for those who ; ; can see in the dark. While in the dark, it is ; ; nearly impossible for your enemies to assist ; ; each other. ; ; ; ; ; ; Clubs ; ; ***** ; ; ; ; Heavy Black Mace: Found in Our own Dark City. Does ; ; extra damage against humans and elves, and ; ; must be wielded in two hands. Those who are ; ; familiar with clubs (ie around sup layman) ; ; should be able to wield it. ; ; Verminaard's Mace (spike mace named midnight): Found far ; ; south of Solace in the land of Krynn. If the ; ; wielder says the command word ('midnight') ; ; before getting a hit with the mace, the target ; ; will go blind. I have heard this takes quite ; ; a bit of mana, however, so may not be ; ; advantageous for Mages to use (although with our ; ; high manas, it may be a most formitable weapon). ; ; Blackened Whip: Found in Kabal, this whip has a mind ; ; of its own. It refused to help cowards, so ; ; if one wishes for the whip to help them with its ; ; powers, the wielder must be prepared to die in ; ; combat and not run away. If the wielder fails ; ; to wield the whip (rumours claim that skill, ; ; intelligence or wisdom, or alignment decide) ; ; the whip will do damage to the would-be wielder ; ; Frost Club: Found in Northern Terel, wielded by a frost ; ; giant. The club is not bad as far as clubs go, ; ; but its best feature is that it occasionally ; ; does and extra amount of 'frost' damage to the ; ; target. I do not know of people not being able ; ; to wield this weapon, although I could be wrong. ; ; Heavy Steel Club: Usually held by either the shop keeper; ; in the Goblin Caves or the Banker, and also the ; ; by the Goblin King. It is a club that can be ; ; held in any hand, and is very heavy and quite ; ; powerful. Some claim it is about the same power ; ; as a double morning-star, which is what is found ; -- More -- 100/243 -- ( t b r n a q x ! h ?) -- ; if a heavy steel club is not wielded by the npc. ; ; Nine-Spiked Morning-Star: Found in our shop in the Dark ; ; City. Not a bad club, and quite useful since it ; ; is so easily to get. It is also one-handed, ; ; which leaves room for a shield. ; ; Keen Mace: Found in Kabal, wielded by the various ; ; guards. About the same idea as the nine-spiked, ; ; it is easy to get and not a bad club at all. ; ; ; ; ; ; Axes ; ; **** ; ; ; ; Bloody Steel Axe: In my opinion, the best axe if you ; ; can wield it. Goliath, the bodyguard of ; ; Grumbar in Kabal, holds it. It is any handed, ; ; but very heavy. You must be nearly a master ; ; with an axe in order to wield it, as well as ; ; be quite intelligent and disiplined, and ; ; possibly wise. The axe can heal its wielder ; ; with a command word, although the word must be ; ; discovered individually. The axe has roughly 3 ; ; charges, and drains one with each heal. In ; ; order to recharge the axe, someone who cannot ; ; wield the axe must try about 3 times. Be Warned!; ; Many have died trying to wield the axe! ; ; The axe hates demi-humans, especially hobbits, ; ; and has a higher hit and penetration than most ; ; other weapons in order to help slay these beings.; ; Runed Axe: Held by the Dewar Warlord, companion to ; ; the Chaoslord in Emerald. This weapon can ; ; only be wielded by those who are trained well ; ; in axes, although attempting to wield it will ; ; not harm anyone. It can be charged be smearing ; ; it with a corpse, and when it has 5 charges ; ; (estimated) it is ready to unleash a damaging ; ; static attack. Looking at the axe will tell ; ; how charged it is, as it will have a glow to it. ; ; It also can be wielded in any hand. ; ; Blue/Red Heavy Battleaxe: The draconians use these ; ; massive two-handed axes to cleave the defenders ; ; of Krynn. The weapons are quite powerful, ; ; although like the claymores they do not possess ; ; any special abilities. They are, however, ; ; magically enchanted to weigh 1/2 as much as they ; ; normally would for their power. ; ; Keen Battleaxe: Wielded by the guards in Kabal, this ; ; axe is quite nice and easy to obtain, and also ; ; is able to be wielded by anyone. ; ; Handaxes: The soldiers in Gondor, and the guards of ; ; Minas Tirith, occasionally have handaxes. ; ; These one handed axes can be wielded by anyone, ; ; and are nice for a quick weapon. ; ; Dwarf Race Guild: In this guild is a blacksmith who ; ; makes axes. They can be quite customed, and ; ; are not that bad for the money. ; ; ; ; ; ; Polearms ; ; ******** ; ; ; ; Excellent Halberd: Wielded by the Gobling King, this ; ; halberd should be wielded in two hands to ; ; provide its full capacities as a weapon. ; ; Halberd from Amon Din: Wielded by the Attendant, ; ; this halberd is quite powerful. Be careful ; ; when trying to slay the attendant, he is prone ; ; to knocking people off the hill with the ; ; counter-weight of the halberd. ; ; Heavy Halberds: Found in Minas Morgul, near to the ; ; heavy black maces. These halberds are also ; ; found near the gates of Minas Tirith. ; ; Giant Black Maul: Found in Moria, this weapon can be ; ; wielded in one hand by those with amazing ; ; strength (so it is rumoured). Those of us who ; ; are not able to wield it in one hand must ; ; change the grip on the maul to two handed. ; ; The maul is quite nice in that it damages or ; ; destroys the armours of your enemies. ; ; Obsidian Lotulus: Wielded by Lyden in Cove, this ; ; weapon is very nice for fighting against ; ; humans. It does excellent damage against them, ; ; and many are the poor fools who have fallen ; ; before it. ; ; Useful Halberds: Bubba in Gelan can make a custom ; ; halberd, although for a price. The work ; ; he does is marvelous, and his halberds are ; ; at least as nice as the heavy halberd in Minas ; ; Morgul and Minas Tirith. Weapons made for mass ; ; consumption, however, are usually not quite ; ; as excellent as those which are made for ; ; individuals (such as those you would find with ; ; Lyden or the Attendant) ; ; ; ; Knives ; ; ****** ; ; ; ; Midnight-Black Peace-Maker: An excellent knife, ; ; although only able to be wielded by those who ; ; are quite skilled with knives. Knives in general; -- More -- 200/243 -- ( t b r n a q x ! h ?) -- ; are weaker than other weapons, except perhaps ; ; in association with a special attack. This ; ; knife, however, has a magically high hit rate. ; ; Alexander, the Marshall in Cove, wield it. ; ; Onyx Dagger: Wielded by the Chaoslord in Emerald, this ; ; weapon also requires a high skill to wield, and ; ; is not quite as effective as the Peace-Maker. ; ; Sinious Cinqueda: Found in Sybarus (with the Shimmering ; ; Longsword, I believe), this knife does a most ; ; interesting dose of poison for an attack. ; ; It used to slay almost guaranteed, but now it ; ; simply makes the victim fatigued, cough, etc, ; ; and occasionally flee about 10 rooms in a row. ; ; Anyone seems able to wield it. ; ; Tanto: Wielded by Benton, this weapon requires high ; ; knife skill to wield, and also that the wielder ; ; be damned in alignment. Should the wielder ; ; meet these requirements, he is set....The tanto ; ; supposedly does great damage against good things.; ; (This information comes from personal experience ; ; long ago, so if the tanto has been modified this ; ; may be a little off) ; ; Cook's Knife: In the Haradrim camp, the cook wields a ; ; dagger which does a bit of poison, but seems to ; ; quickly run out. ; ; Keen Dagger: Held by the guards in Kabal, not a bad ; ; dagger. ; ; Dagger's in General: The hobbits in the Shire and along ; ; the East Road seem to carry mostly long daggers, ; ; so the aquiring of daggers is not difficult. ; ; ; ; ; ; ; ; ********** ; ; Penned this 15th of Urime ; ; in the year 3018, as a donation to ; ; the library as I advance towards ; ; full Mage-hood. ; ; Louie, Master Sorcerer of Morgul. ; ; ; ; ___________________________________________________________;__ ; /__\>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \______/___________________________________________________________/